UnofficialRelated guideCommunity-compiledVanilla

Part of: Idle Guild Master: Doctrines, Traits & Early Dungeons — doctrine defaults, traits, and early dungeon notes.

Idle Guild Master Assassin Doctrine Guide: Pick Ruin at Max Level (Night Lament / Night Terror)

Player question: At max level, which doctrine should Assassin / Night Rogue (Night Lament / Night Terror) take in vanilla Idle Guild Master?

I like these games and play them myself. Complete guides are hard to find online, so while playing I collect community experience from Reddit, add a little of my own notes, and put this site together—hoping it helps. Thank you.

Quick answer

Recommendation Pick Ruin at max level. For the Assassin / Night Rogue line (Night Lament / Night Terror), Ruin is the community damage default: it stacks crit toward a soft cap, adds extra attacks, and multiplies final damage. Short Night Lament answers are often just "Ruin."[2][1]

Community Knowledge Do not copy War from duelists onto Night Lament. When players split the advice, they reserve War for duelist / Divine Champion and Ruin for Night Lament.[5]

Recommendation Ruin tree tweak: once crit chance is already at 100%, further Expose Weakness investment is optional; An Eye for an Eye is often called low value for raids.[8]

Scope

Version-sensitive This page covers vanilla Idle Guild Master only. Plus-mod characters and scenes are out of scope.

Why Ruin

Community Knowledge Ruin is the damage default for Night Rogues, Night Lament, and Night Terror. In practice that means pushing crit toward 100%, taking extra-attack and rage-bound nodes, and keeping a large final-damage bonus. One commonly repeated summary is about 100% crit rate/damage, roughly 45% double-attack chance, and a constant final-damage bump.[7]

Recommendation Mainstream pick: Ruin at doctrine unlock. Night Terror and Night Lament threads treat other damage doctrines as clearly weaker for this line; solo farming claims also cluster on Ruin rather than War.[6][3][4]

Minority notes

Community Knowledge Ruin is still the mainstream answer, but the same Night Terror thread is not unanimous. A minority keeps War for bow-focused leveling stages (for example with Infinity / Infernal bow before a later respec), and at least one player suggests Affliction for Temple Raid solo. Those are situational exceptions, not the default Night Lament pick.[1]

Community Knowledge War is also the preferred doctrine for other rogue-adjacent lines such as duelist or Divine Champion. Do not copy that pick onto Night Lament by default.[5]

Recommendation Once crit is already capped, skip redundant Expose Weakness points and spend remaining doctrine points on extra attacks and rage-bound style nodes instead.[8]

How doctrines unlock

Observed Game Fact Community instructions say units need to hit max tier/level (often 45/45) and reset toward the basic class before doctrines become available[9]. Confirm the reset cost in your client before committing.

← Back to Idle Guild Master: Doctrines, Traits & Early Dungeons · Related: Alchemist Guide · Balrog Doctrine

Community sources

  1. Best doctrine for nigh terror? (opens Reddit)

    u/-Traffej-: “Ruin is the best trait, especiall for single target dmg, you can reach 100% crit” — comment ncc2rel

    u/DeadPhish: “plus affliction for temple raid solo” — comment ncc54md

    u/ForsakenHeight4798: “but lvl i chose war with infinity bow” — comment nccuqhc

  2. Whats the best doctrine for night lament? (opens Reddit)

    u/Beneficial-Degree567: “Ruin” — comment ojrpql6

  3. best doctrine for a night lament (opens Reddit)

    u/Albert_here1: “i personally choose ruin doctrine for night rouge” — comment ok0pfzx

  4. I didn't know Doctrines were a thing-- (opens Reddit)

    u/jardfred: “Ruin is the go to doctorine for archers and night laments for damage.” — comment oe1ekfy

  5. need help with doctrine (opens Reddit)

    u/Pristine-Fan-8433: “Best doctrine for Night Lament is Ruin” — comment oy6qt5j

    u/Educational-Fun3513: “War for duelist, ruin for night lament” — comment oy50ks8

  6. Doctrine (opens Reddit)

    u/jrohrer13: “Ruin and it's not particularly close” — comment mwq7vaq

    u/jrohrer13: “Crit chance to 100%, extra attack chance and rage bound primarily” — comment mwrm8xf

  7. Shadow Crawler Line Best Doctrine? (opens Reddit)

    u/No-Stand7011: “Choosing Ruin means 100% Crit Rate/DMG, 45% double-attack chance, and a constant +35% Final Damage.” — comment o6id408

  8. Ruin tree upgrades for night lament (opens Reddit)

    u/Fomor666: “If your critical strike chance is 100%, there's no need to upgrade "Expose Weakness."” — comment oksb5pe

  9. Doctrine for Imperial Vanguard and Balrog (opens Reddit)

    u/Training-Neat-2561: “each unit needs to hit 45/45 and reset back to their basic class” — comment o0amc5k

Evidence via Arctic Shift; ids re-checked this run. Edition: vanilla.