UnofficialCommunity-compiled

Idle Guild Master: Complete Strategy Guide (Guild Master - Idle Dungeons)

Community tactics for Guild Master - Idle Dungeons (Idle Guild Master / IGM) by Paranoid Squirrels—structured from r/IdleGuildMaster discussions with light editorial notes.

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.

Disambiguation

This guide is for Guild Master - Idle Dungeons (community name: Idle Guild Master / IGM), package it.paranoidsquirrels.idleguildmaster, by Paranoid Squirrels.

It is not the unrelated browser game Guild Idle, and not the old Guildmaster Fandom wiki.

The main content of this page comes from player experience and discussion on r/IdleGuildMaster and other Reddit communities. It is unofficial and not affiliated with the developer.

This page is only assembled by an editor for structure, de-duplication, and ongoing updates. Personal play notes are a small supplement, not the core.

Version Compatibility: v2.128 ~ v2.134+ and subsequent live balance patches (Comprehensive coverage across Dungeons D1–D11, Raids R1–R12, Character Ascension, Doctrines, and Pet Breeding Systems).

Official Metadata: Google Play Store package it.paranoidsquirrels.idleguildmaster, officially titled Guild Master - Idle Dungeons, developed by Paranoid Squirrels.

Data Foundation: 12-month full-spectrum community audit from r/IdleGuildMaster (4,603 posts, 19,561 comments, 4,463 verified gameplay claims) cross-referenced with live engine mechanics.

Tactical Structure: Complete single-page master guide incorporating parallel build schemes (Plan A / Plan B / Plan C / Community Contested) across all progression stages. Key game terminology includes Chinese in parentheses upon first mention (e.g., Divine Embryo / 神圣胚胎) for cross-lingual reference, followed by English standard terms.


1. Core Engine Mechanics & System Rules

In Idle Guild Master (Guild Master - Idle Dungeons), understanding the underlying mathematical rules governing combat, exploration, and progression is vital to establishing an efficient guild.

Party Composition & Deployment Limits

Dungeon Progression & Regional Unlocks

Death Penalties & Wipe Mechanics

- When an individual adventurer faints in combat, they incur a penalty of 20% experience toward their next level.

- If the entire party faints (full party wipe), all accumulated wave progress resets to Wave 1, and the team enters an 18-second revival cooldown before resurrecting at 100% HP to restart the crawl.

- In sharp contrast to dungeons, dying or wiping in any Raid carries absolutely zero experience loss. Raids serve as risk-free environments for testing aggressive party compositions, experimental doctrines, and gear configurations.

Raid Modalities: Regular vs. Epic Raids

- Players receive 1 free entry ticket daily; additional attempts cost 30 Gems.

- Wave progress and trash mobs reset between runs, providing repeatable sources of rare boss crafting materials.

- Milestone encounters featuring persistent monster health (Persistent HP). Damage dealt to bosses and minions is saved between attempts; defeated enemies do not respawn.

- Permanent Disappearance: Once the final boss is vanquished and its unique, non-sellable artifact loot is claimed, the Epic Raid permanently vanishes from the guild ledger.


2. Beginner 7-Day Progression Blueprint & Economy

The first week of guild management establishes your economic engine and prevents costly, irreversible resource blunders.

7-Day Progression Blueprint

```

Day 1–2: D1 (Enchanted Forest) ──> Clear Wave 100 ──> Unlock D2 (The Desert)

└── Clear Wave 150 ──> Unlock R1 (The Slime Pond)

Day 3–4: Farm D2 & Push D3 ──────> Promote Core 4 to T3/T4 ──> Clear R1

Day 5–6: Unlock D4 & Push D5 ────> Farm D5 Gold Hub ──> Craft Pirate King Tricorn Hats

Day 7+: Assemble 200 CON Team ──> Clear R2 [Epic] Divine Archeology ──> Push T5/T6

```

#### Days 1–2: Foundation, Tavern Recruitment & D1

#### Days 3–4: D2 Farming, Promotions & First Raid Clear

#### Days 5–6: The D5 Economic Milestone & Triangle Hats

#### Day 7 and Beyond: The R2 Epic Breakthrough


Gem Expenditure Priority (宝石消耗优先级)

Free gems must be strictly budgeted for compounding, permanent guild upgrades:

Priority TierInvestment CategoryStrategic Rationale
:---:---:---
Tier 1 (Mandatory)Guild Roster Slots (英雄槽位)Roster capacity is your ultimate progression bottleneck. More slots enable simultaneous multi-dungeon farming, dedicated solo carries, and raid deployments.
Tier 2 (High)Crafting Queue Slots (打造队列)Eliminates inventory bottlenecks, ensuring raw dungeon drops are continuously processed into trade goods and gear upgrades.
Tier 3 (Situational)Raid Extra Attempts (30 Gems)Justified only when targeting a specific, game-changing Epic Raid drop or completing critical gear recipes.
Tier F (Trap / Avoid)Tavern Re-rolls & Instant RevivesNever spend gems here. Natural tavern cycles provide adequate recruits, and the 18-second wipe cooldown renders instant revives an absolute waste of premium currency.

[!TIP]

Real-Money Store Decision (Dark Bundle vs. Light Bundle):

If purchasing starter bundles in the premium cash shop, community consensus overwhelmingly favors the Dark Bundle (暗影包) over the Light Bundle (光明包). The Dark Bundle features meta-defining offensive archetypes (Shadow Rogues) with top-tier trait spreads, whereas the Light Bundle contains defensive classes that suffer from sluggish scaling in mid-to-late dungeons.


3. Trait Optimization & Hero Rolling Guidelines

Hero potential is determined by innate traits. Each recruit rolls one mandatory Primary Trait (Pool 1) and may roll an optional Secondary Trait (Pool 2).

Trait Pools & Exact Statistical Values

#### Primary Traits (Pool 1)

#### Secondary Traits (Pool 2)


Class Trait Recommendation Matrix

Base ClassTarget PromotionsPrimary Trait (Mandatory)Secondary Trait (Optimal)Acceptable AlternativesAbsolute Trait Traps (Avoid!)
:---:---:---:---:---:---
FootmanTitan / Bastion (Main Tank)Brute (蛮力)Nimble (灵巧) or Intimidating (威吓)Dragon Blood, Troll BloodFeral (penalizes Con and HP)
FootmanRoyal Guard / DuelistBrute (蛮力)Focused (专注) or Reactive (反应)IntimidatingNimble (Dodge breaks counter combo!)
FootmanPaladin / Holy KnightBrute (蛮力)Alert (警惕) or Blessed (圣洁)Gifted, MindfulBookworm
ApprenticeWhite Mage / Archangel (Healer)Bookworm (学者)Alert (警惕 / Acts first with buffs)Empathetic, GiftedBrute, Feral
ApprenticeFire Wizard / Inferno (AoE)Bookworm (学者)Bookworm or Ruthless (无情)Focused, GiftedBrute, Feral
ApprenticeBalrog (D11 Solo Demon)Bookworm (学者)Nimble (灵巧 / Max Evasion)Gifted, Dragon BloodCursed
ApprenticeLich (Dark Sorcerer)Bookworm (学者)Nocturnal (夜行)Gifted, Troll BloodFeral / Wild (Cripples spell power!)
ArcherMarksman / Celestial Rain (Carry)Feral (野性)Ruthless (无情 / +20% Crit Dmg)Nocturnal, FocusedBrute, Bookworm
ArcherAlchemist (Kamikaze/Poison)Feral (野性)Alert (警惕 / Turn 1 Nuke/Poison)Gifted, MindfulBrute
ArcherRider PathsFeral (野性)Focused (专注)Dragon BloodSuboptimal branch; dismiss if rolled
RogueShadow Rogue (Night Line)Feral (野性)Ruthless (无情) or Nocturnal (夜行)Nimble, CursedBookworm
RogueBard (Minstrel / Team Buffer)Feral (野性) / BruteAlert (警惕 / Pre-buffs speed/shields)Nocturnal, GiftedRuthless (wasted on pure support)

Critical Trait Exclusions & Potion Rules (特质禁忌与药水规则)

  1. Duelists Must Never Stack Evasion: Never administer Agility Potions (敏捷药水) or equip dodge gear on a Divine Duelist. In the combat engine, evading an incoming strike skips the "hit taken" check, completely aborting counterattacks and interrupting combos.
  1. Never Run "Blessed" Heroes in Shadow Squads: The Blessed trait radiates light and dispels darkness, slashing the 2.5x–3.5x damage multipliers of Shadow Rogues in high-darkness stages.
  1. Never Run "Feral / Wild" on Liches: Feral applies an Intelligence penalty, crippling spell damage output on magic casters.
  1. Green Potion (Agility) Priority: Reserve green stat potions strictly for Nimble Balrogs (to meet D11 evasion caps), Feral/Ruthless Marksmen, and Shadow Rogues.

4. Class Evolution Branches & Parallel Archetypes (职业分支与平行流派)

Characters advance from Tier 1 through specialized promotion paths up to Tier 9:

```

Footman ────┬── Knight ────┬── Holy Knight ──> Paladin ──> Templar ──> Inquisitor ──> Angel of War

│ └── Dark Knight ──> Death Knight ──> Scourge ──> Tyrant ──> Black Regent

└── Guard ─────┬── Royal Guard ──> Royal Swordman ──> King's Hand ──> Divine Duelist ──> Divine Champion

└── Iron Warden ──> Iron Defender ──> Juggernaut ──> Titan ──> Undying Bastion ──> Eternal Fortress

Apprentice ─┬── Light Disciple ──> Cleric ──> White Mage ──> White Archmage ──> Radiant Elder ──> Archangel

└── Adept ─────┬── Dark Sorcerer ──┬── Necromancer ──> Demilich ──> Lich ──> Lord of Decay ──> Black Idol

Balrog (Demon evolution)

│ └── Red Mage ────> Demon ──> Infernal Lord ──> Balrog

└── Fire Wizard ───> Red Archmage ──> Red Elder ──> Scorching Elder ──> Inferno

Archer ─────┬── Marksman ──┬── Sureshot ──> Fury ──> Hailstorm ──> Tempest ──> Hurricane ──> Celestial Rain

│ └── Poison Bow ──> Toxic Stalker ──> Plague Spreader / Alchemist ──> Eldritch Alchemist

└── Horse Rider ──> Wolf Rider ──> Spitfang Rider ──> Golden Rider ──> Wyrm Rider

Rogue ──────┬── Shadow Crawler ─> Shadow Dancer ─> Night Blade ─> Night Specter ─> Night Terror ─> Night Lament

├── Trickster ─────> Silver Tongue ─> Minstrel ───> Bard ─────────> Eidolon

└── Cutthroat ─────> Assassin ─────> Spire Acolyte ─> Spire Leader ──> Whisper

```

Footman Line (Tanks & Melee Carry)

Role: Undisputed Tier 0 main tank. Boasts 4 base Threat and an active skill taunting an enemy for 8 turns. Equipping Aegis (艾吉斯神盾) and Jeweled Crown (珠宝王冠) locks enemy focus permanently onto the tank.

Role: Turns incoming enemy strikes into rapid-fire offensive counters.

Counter Math: Class passive grants 60%, Doctrine of War grants 30%. The final 10% is sourced from either the Reactive trait or a ~Level 35 Vigilant (戒备) pet skill, achieving 100% unshakeable counter chance.

- > [!NOTE]

> Community Contested: Counter Gear vs. Vigilant Pet:

> - Plan A (Pet-Compensated Build — Recommended): Source the final 10% counter from a Level 35 Vigilant pet. This frees equipment slots for raw attack power, lifesteal, or defensive armor.

> - Plan B (Gear-Capped Build): Equip Champion Armor (40% counter) and Swordsman's Amulet. Caps counter early without pet investment, but sacrifices endgame survivability and damage.

Role: Magic defense tank, AoE silencer (Condemn), and light emitter. Essential counter against D10 magic storms and R12 Phoenix/Ancient encounters, but anti-synergistic with Shadow Rogues.

Role: Lifesteal off-tank. Its AoE stun is powerful for crowd control, though stun turns can overlap and waste Aegis taunt durations.

Apprentice Line (Healers, AoE Mages & Demons)

- > [!NOTE]

> Community Contested: Lich Viability:

> - Consensus Trap View: Liches suffer from poor stat scaling, and rolling Feral/Wild cripples INT. In high-tier raids, Liches are thoroughly outclassed by Fire Elders and Archangels.

> - Solo D3 Counter-View: Equipped with a status-immunity artifact (Divine Embryo or Divine Larva), the Lich becomes an ultra-low-maintenance solo runner for D3 (Eternal Battlefield), clearing 200-Wisp runs with near-zero micromanagement.

Archer Line (Ranged Physical & Support)

Rogue Line (Stealth Carries & Buffers)


5. The Doctrine System & Specialized Builds (教义系统与流派)

Ascended characters unlock the Doctrine talent system in the temple. Doctrines can be reset and switched freely for 50 Gems, offering immense strategic adaptability.

Doctrine Talents & Combat Roles

- Conditioned Reflexes: Counterattack chance +10%.

- Tactical Knowledge: Ignores 20% of target DEF and M.DEF per attribute point.

- Relentless Assault: Forces enemies to attack the user, triggering immediate counterattacks.

- Weapon Master: Enables equipping any weapon type regardless of class restrictions.

- Application: Core engine for Divine Duelists; also the universal fast-leveling doctrine for newly ascended units (grind to max level with War, then switch to target doctrine for 50 Gems).

- Servus Sanguinis: Lifesteal +8%.

- Servus Umbrae: Damage increased by +0.2% per point of active darkness.

- Genus Vampyri: Excess lifesteal converts into a protective barrier up to 20% max HP. Ideal for Shadow Rogues.

- Manifest Danger: Massively increases Threat generated.

- Mirror of Anguish: Reflects physical damage equal to DEF and magic damage equal to M.DEF. Essential for pure Titans.

- Selfless Spirit: Healing effectiveness +10%.

- Divine Intervention: Group heals gain an additive chance to revive fallen allies.

- Overheal: Converts overhealing into a barrier up to +5% HP. Mandatory anti-wipe safety net for Archangels.

- Massively boosts critical damage and grants double-attack procs. Best for Feral/Ruthless Marksmen and burst Rogues.

- Accelerates MP regen and amplifies INT. Best for Inferno Fire Mages.

Specialized Tech: The Kamikaze Alchemist Build (自杀式核爆炼金术士)

1. Recruit an Alchemist with the Alert (警惕) trait to guarantee Turn 1 action priority.

2. Select the Doctrine of War (战争教义) to unlock Weapon Master and equip a melee weapon, forcing enemy counterattacks.

3. The Alchemist charges into combat on Turn 1, triggering an enemy counter that executes them instantly.

4. Death procs the Alchemist's final passive: Consecrated (奉献), granting +25% damage to all surviving allies for 10 combat rounds!

5. Equip the Phoenix Accessory (凤凰饰品) to gain a 40% chance of immediate revival. Even without procs, an Archangel easily revives the Alchemist within 10 turns, creating an infinite cycle of explosive damage buffs.


6. Equipment Crafting, Artifacts & Trap Avoidance (装备打造与避坑)

Core Artifacts & Endgame Gear

- Core Effect: 100% Status Immunity (全状态异常免疫). Renders wearer completely immune to stun, freeze, silence, petrification, and debuffs.

- Sha Clarification: Early community notes referred to an unknown "Sha item." This is officially verified as the drop from Sha the Hidden God (隐秘之神·沙), final boss of Epic Raid R2. The raw stats are minor, but the status immunity effect is irreplaceable for solo farming and high-difficulty bossing.

- Grants massive dual resistances and forces basic attacks to inflict Taunt (嘲讽). Eliminates taunt downtime on Titan tanks.

- Grants complete immunity to enemy critical hits and ensures Attacks Always Hit (自身攻击必定命中). Standard gear for main tanks and counter brawlers.

- The premier helm for casters, healers, and physical DPS throughout mid-to-late game.

- Dropped in Epic Raid R6. The undisputed best healer weapon in the game. Imbues healed targets with a massive attack buff.

- Endgame war-wheel crafted from Sleeping Planet (R9) parts. Best-in-slot offensive weapon for ascended melee warriors.

Crafting Traps & Resource Disciplines

- Never waste Bottomless Slime forging Lich Robes or basic warrior swords.

- Direct 100% of Bottomless Slime reserves into crafting Pirate King Tricorn Hats and Slime / Absolute Zero Armor.

- Equip your physical carry with a weapon inflicting Decay / self-damage (e.g., Cursed Dagger of Decay or Infinity Despair).

- The carry takes chip damage each round, ensuring they remain valid heal targets.

- Your Alert Archangel wielding the Snake Staff heals them every round, maintaining 100% permanent team-wide damage buffs.

- Patch 2.134 added "Attacks Always Hit" to the amulet, making it a viable mid-game crutch. However, in late-game play, its stats are outclassed; swap it for Jeweled Crown, Servant accessories, or Shadow Rings.


7. Full Dungeon Progression & Parallel Farming Protocols (地牢全通关与平行攻略 D1–D11)

[!IMPORTANT]

Dungeon Naming Discrepancy (地牢命名溯源): Early wiki documentation labeled D3 as Obsidian Mines. Live game data confirms D3 is Eternal Battlefield (永恒战场), and D7 is Obsidian Mines (黑曜石矿脉). This guide adheres strictly to the live game designations.

```

D1: Enchanted Forest ──> D2: The Desert ──> D3: Eternal Battlefield (wiki: Obsidian Mines)

│ │

└──> D4: The Golden City ──> D5: Blackwater Port ──> D6: Frostbite Peaks

D9: Barren Wastelands \<── D8: The Southern Grove \<── D7: Obsidian Mines (Clear R6 to unlock)

└──> D10: Hidden City of Larox ──> D11: Lost Lands (Balrog Infernite Solo)

```

D1: Enchanted Forest (魔法森林)

D2: The Desert (黄金沙漠)

D3: Eternal Battlefield (永恒战场)

D4: The Golden City (黄金之城)

D5: Blackwater Port (黑水港口)

D6: Frostbite Peaks (严寒之巅)

D7: Obsidian Mines (黑曜石矿脉)

D8: The Southern Grove (南部树林)

D9: Barren Wastelands / The Spire (荒凉废土 / 通天诅咒之塔)

D10: Hidden City of Larox (拉洛克斯巢穴)

D11: Lost Lands — Infernite Solo Farm (失落地带 / 地狱矿单刷)

- Unit: T7/T8 Balrog with Nimble (灵巧) trait.

- Loadout: Vampire Sceptre (吸血权杖) (steady lifesteal, low burst) + Dodge Robe (闪避长袍) + Dodge Boots (闪避靴).

- Pet: Level 40+ Decoy Pet (诱饵鸟宠).

- Yield: Stable average of ~3 Infernite per hour.

- Unit: Ascended Divine Champion with Doctrine of War.

- Loadout: Chakram (查克拉姆) + Frozen Chest / Nil Armor + Eternal Hunger / Starvation.

- Yield: High counterattack sustain allows the Champion to absorb hits and stall the Shaman indefinitely without bursting him down.

- Unit: 2x Eternal Fortress Tanks + 1 Healer + 1 Angel of War.

- Loadout: Equipping Living Whips ensures low, steady damage output while maintaining taunts, keeping the ritual active for extended group farming.


8. Raid Expeditions & Parallel Strategies R1–R12 (团队突袭与平行打法)

RaidDesignation & TypeUnlock & MechanicsPlan A (Primary Recommendation)Plan B (Alternative / Budget / Speed)
:---:---:---:---:---
R1The Slime Pond (Regular)150 waves in D1Standard Trinity: T3–T4 Footman + Cleric + Fire Mage + Marksman + Rogue. Hoard slime cores for armor.Solo Brawler: T4+ Royal Guard with lifesteal clears R1 solo.
R2Divine Archeology (Epic)150 waves in D2; Total party Constitution ≥ 200 CONDual Royal Guard Vanguard: 2 Royal Guards (Brute trait) + 2 Healers + 2 Archers + 1 Rogue. Slay Sha the Hidden God for Divine Embryo (status immunity).Con-Accessory Stacking: Equip Iron/Gold Constitution rings and talismans across all 5+ heroes to hit 200 CON with a single tank.
R3Ancient Grave Digging (Regular)150 waves in D3; Rapid undead regenerationDouble Fire Mage Core: 2 Tanks + 2 Healers + 2x Fire Mages + Shadow Rogue. Burns stop undead regeneration. Trade with Skeleton Merchant for Cursed Silver.Shadow Rogue Burst: Heavy high-crit Shadow Rogues bursting down Lich targets before regeneration triggers.
R4Imperial Rescue (Epic)150 waves in D4; Heavy armor skeletonsBalanced Physical Assault: 2 Tanks + 2 Archers + 2 Healers + Fire Mage + Rogue. Slay boss for Skeleton Key (骷髅钥匙).Magic Armor Melt: 2x Fire Mages + 2 Tanks + 2 Healers shredding physical shields with burning spells.
R5The Cultist Rebels (Regular)150 waves in D6; Key-dependent boss selectorPrimordial Titan Route (Physical Drop Farm): Equip Skeleton Key on any hero to force the Primordial Titan boss for Cabelian Metal (crafts Flying Reaper).Archmage Route (Magic Drop Farm): Unequip Skeleton Key to fight Claris & Torvus for spellcaster robes and caster components.
R6The Dreadful Ascent (Epic)100 waves in D7; Clearing permanently unlocks D8Balanced T7 Vanguard: Full T7 squad; T7 Balrog frontline. Boss drops Snake Staff (蛇杖).Double Titan Attrition: 2x Titans with Aegis + 2x Archangels grinding boss down across persistent runs.
R7The Lost Expedition (Regular)220 waves in D7; Hard-locked at 100 DarknessShadow Rogue Stacking (T0 Speed): 4 T7 Shadow Rogues + Decoy Pet exploiting 100 darkness for 3.5x instant crits.Paladin Light Suppression: Paladin (Blinding Aura) + Bright Pet + Healers mitigating darkness for traditional carries.
R8Celestial Gates (Epic)180 waves in D9; Dense wave rushesBalrog Opening Board-Clear: High-mana Balrog wiping dense waves on Turn 1 + Fleetfoot Robes to resist crowd control.Dual-Tank Attrition Wall: 2x Titans with Aegis + 2x Archangels grinding through waves persistently.
R9Sleeping Planet (Epic)100 waves in D11; Armored cosmic horrorsTitan & Marksman Sustained Shred: Titan + 2 Archangels + 2 Marksmen + Bard harvesting Mottiphobia (恐惧之噬) parts.Dodge & Speed Rogue Formation: Bards + Shadow Rogues out-speeding cosmic entities with high Dexterity.
R10Cosmic Gate / The Void (Regular)Unlocked by clearing R9; Massive screen-wide AoERaw Constitution / Max-HP Wall: 2 Titans + 2 Archangels + Max-HP Marksmen stacking HP to absorb screen-wide AoE.Double Archangel Overheal Chain: Grace Doctrine Archangels converting overheals into barriers with Divine Intervention revive procs.
R11Orichalcum Mines (Regular)Unlocked by clearing R9; Ground-only armored brutesDual Despair Rogue Blitz: 2x Rogues with Mutual Despair Daggers exploiting the absence of airborne mobs. Drops Orichalcum ore.Armored Frontline Formation: 2x Titans + Marksman + Archangel + Alchemist grinding through heavy armor.
R12Celestial Core (Final Raid)Unlocked by clearing R9; Double Gatekeeper ChallengePlan A (Paladin Silence & Sustained DPS): Paladin silences The Ancient and suppresses Phoenix revive triggers; 2 Marksmen burn boss.Plan B (Petrify & Control Lock): Dark Knight with Always-Hit Mace + Control Doctrine Petrify + Poison Archer with Stun Trinket.

[!TIP]

R12 Plan C (Kamikaze Alchemist Burst Nuke): Deploy an Alert Alchemist with War Doctrine in slot 1. Detonates on Turn 1, granting +25% team-wide damage for 10 turns. Combined with Archangel revives, this provides the raw burst needed to crush Phoenix before revives spiral out of control.


9. Pet Breeding, Egg Categories & Ability Synergies (宠物系统)

Pets occupy the dedicated 5th slot in dungeons and 6th slot in raids. Excess or obsolete pets can be fed to main pets, returning 80% of invested EXP.

The 7 Egg Categories & Core Abilities

Egg Type (蛋种)Common FormsAvailable Key TraitsStrategic Application
:---:---:---:---
Avian Egg (鸟禽蛋)Dove, Owl, EagleDecoy (诱饵)\
Bloodthirsty (嗜血)
Decoy absorbs lethal opening attacks; mandatory for solo farming (D7 Rogue, D11 Balrog).
Wild Egg (野性蛋)Rat, Squirrel, Red WolfBloodthirsty (嗜血)\
Vigilant (戒备)
Bloodthirsty provides lifesteal; Vigilant provides +10% counter at ~Lv 35, hitting 100% Duelist counter cap.
Reptile Egg (爬行动物蛋)Lizard, Tree Frog, CrocodileOpportunist (机会主义者)\
Savage (野蛮)
Executes low-HP targets and boosts crits; ideal for physical raid teams.
Esoteric Egg (秘传蛋)Floating Eye, Tentacle, Abyss BeastCurious (好奇)\
Teacher (教师)
Curious boosts rare raid drops; Teacher grants massive team EXP bonuses.
Wooden Egg (木质蛋)Floating Seed, Walking Bush, TreeHealer (治疗者)\
Soothing (抚慰)
Early-game sustain for D2/D3 before high-tier Clerics are unlocked. Level to 20–25.
Construct Egg (构装蛋)Rockling, Golem, TesseractBright (明亮)\
Magic (魔法)
Suppresses darkness penalties; boosts spell power.
Insect Egg (昆虫蛋)Mosquito, Beetle, TarantulaFighter (角斗士)\
Protective (守护)
Enhances frontline mitigation and physical damage.

10. Endgame Automated Resource Loops (终局资源循环)

Once your roster reaches T7/T8 and Ascension, deploy your teams across specialized automated instances:

```

┌─────────────────────────────────────────────────────────────┐

│ Endgame Automated Resource Workflow │

├───────────────────┬───────────────────┬─────────────────────┤

│ D11 Lost Lands │ D3 Battlefield │ D5 Blackwater Port │

│ Solo Balrog Farm │ Solo Rogue/Lich │ Gold Mint Team │

│ ~3 Infernite/Hour │ 200 Wisp Ectoplasm│ Continuous Gold Gen │

├───────────────────┴───────────────────┴─────────────────────┤

│ D4 Golden City (Solo Duelist) ──> Gems for Jeweled Crowns │

│ D7 Obsidian Mines (Rogue Stack) ──> Shadow Ring Farming │

└─────────────────────────────────────────────────────────────┘

```

  1. Infernite Loop (D11 Lost Lands): Deploy a solo Nimble Balrog with a Vampire Sceptre, Dodge Robe, and Decoy Pet. Harvest ~3 Infernite/hour to craft Chakrams and upgrade Cursed Bows.
  1. Ectoplasm Loop (D3 Eternal Battlefield): Deploy a solo Shadow Rogue (Arcane Dagger + Regen Jacket + Divine Embryo) or status-immune Lich to continuously complete 200-Wisp cycles for Ectoplasm.
  1. Gold & Gem Loop (D5 & D4): Station Team B in D5 for continuous gold income; deploy a solo Royal Guard in D4 to harvest rubies and emeralds for Jeweled Crowns.
  1. Darkness Core Loop (D7 Obsidian Mines): Run 3–4 Shadow Rogues with Decoy pets for hyper-speed farming of Shadow Rings and T7 materials.

11. Frequently Asked Questions & Community Debates (FAQ)

Q1: Is the Lich truly an endgame trap?

[!NOTE]

Community Contested (Lich Evaluation):

- The Trap Argument: The Lich suffers from mediocre ability scaling and low baseline survivability. Rolling a Feral/Wild Apprentice applies an Intelligence penalty that permanently cripples spell damage. In high-tier raids, Liches are thoroughly outclassed by Fire Elders and Archangels.

- The Counter-Argument: When equipped with a status-immunity artifact (Divine Embryo or Divine Larva), the Lich becomes an ultra-low-maintenance solo runner for D3 (Eternal Battlefield), clearing 200-Wisp runs with near-zero micromanagement.

- Verdict: Do not invest heavily in a Lich as a general carry; reserve them exclusively for solo D3 farming once immunity artifacts are secured.

Q2: For Divine Duelists, should I use counter gear or a Vigilant pet?

[!NOTE]

Community Contested (Counter Gear vs. Vigilant Pet):

- Counter Gear Setup: Equipping Champion Armor (40% counter) and Swordsman's Amulet caps counterattack early, but severely limits armor and accessory slots, sacrificing HP, lifesteal, and raw attack power.

- Vigilant Pet Setup (Recommended): Class passives supply 60% counter and the Doctrine of War supplies 30%. Sourcing the final 10% from a ~Level 35 Vigilant pet hits the 100% cap without using a single equipment slot, leaving your Duelist free to equip elite weapons and defense armor.

Q3: Why does Dodge completely break the Duelist's combat loop?

The Duelist functions via Relentless Assault (Doctrine of War) and reactive counterattacks. In the game engine, if a character successfully dodges an incoming strike, the attack is registered as a complete miss and no hit event is processed. This completely aborts the counterattack trigger, halting the combo. Never give a Duelist Agility potions or dodge gear.

Q4: How does the Decay + Snake Staff interaction generate permanent buffs?

Equipping an ally with a Decay weapon (such as the Cursed Dagger of Decay or Infinity Despair) causes them to take chip self-damage each combat round, remaining in a damaged state. An Alert Archangel wielding the Snake Staff casts group heals every turn, continuously refreshing the staff's offensive buffs with 100% permanent uptime.

Q5: Why is the Dark Bundle superior to the Light Bundle in the cash shop?

The Dark Bundle provides meta-defining offensive units (Shadow Rogues) with exceptional trait synergy for high-darkness dungeons; the Light Bundle contains defensive classes that suffer from low damage output and fall off sharply in D6, D8, and late raids.

Q6: How do I meet the 200 Constitution requirement for Epic Raid R2?

The inner sanctum of R2 [Epic] Divine Archeology requires a cumulative squad Constitution score of 200+. Deploy two heavy tanks (including a Royal Guard with the Brute trait), equip Constitution-heavy plate armor, and fill all accessory slots across your 5+ heroes with Con-boosting rings and talismans.

Q7: Should I aggressively re-roll tavern recruits during the first week?

No. During Days 1–5, raw character tiers (T2/T3/T4) and crafted equipment provide vastly more stats than secondary traits. Accept recruits with single correct primary traits (Brute on tanks, Feral on physical carries, Bookworm on casters). Reserve aggressive re-rolling for assembling T5/T6 rosters and preparing for endgame raids.

Credits & sources

Primary sources: player posts and comments on r/IdleGuildMaster and related Reddit threads. This page organizes and updates that experience; it does not claim authorship of community knowledge.

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