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
- Standard Dungeons (常规地牢): Squad capacity is strictly capped at 4 Heroes and 1 Pet.
- Raid Expeditions (突袭副本): Squad capacity expands to a minimum of 5 to 8 Heroes and 1 Pet, depending on the raid tier.
# Dungeon Progression & Regional Unlocks
- Unlocking the Subsequent Dungeon: Requires clearing 100 consecutive waves (100 Waves) within a single run without suffering a total party wipe.
- Unlocking Regional Raids: Requires reaching 150 consecutive waves (150 Waves) within that specific regional dungeon, which permanently opens the corresponding Raid on the expedition map.
# Death Penalties & Wipe Mechanics
- Standard Dungeon Wipes:
- 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.
- Raid Encounters Carry Zero XP Loss (突袭副本零经验惩罚):
- 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
- Regular Raids (常规突袭):
- 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.
- Epic Raids [E] (史诗突袭):
- 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
- Starting Composition: Recruit the classic trinity plus physical carry: Footman (步兵, Warrior tank line), Apprentice (学徒, Cleric/Healer line), Archer (弓箭手, Marksman line), and Rogue (盗贼, Shadow line).
- Milestone Goals: Push D1 (Enchanted Forest / 魔法森林) to wave 100 to open D2, then grind to wave 150 to unlock R1 (The Slime Pond / 史莱姆之巢).
- Tavern Hygiene: Never spend gold or gems re-rolling tavern recruits on Day 1. Accept heroes rolling baseline primary traits (Brute, Feral, Bookworm) and immediately deploy them to farm levels.
#### Days 3–4: D2 Farming, Promotions & First Raid Clear
- Dungeon Progression: Push into D2 (The Desert / 黄金沙漠). Desert vultures and swift foes punish melee teams; ensure your Archer is promoted to T2 Huntress and T3 Marksman to handle flying threats.
- First Promotions: Prioritize promoting Footman to T3 Guard/Knight and Apprentice to T3 Cleric.
- First Raid: Clear your daily free entry of R1. Hoard elemental slime drops; do not craft low-tier staves.
#### Days 5–6: The D5 Economic Milestone & Triangle Hats
- Dungeon Progression: Push through D3 (Eternal Battlefield / 永恒战场) into D4 (The Golden City / 黄金之城). Equip all casters and squishies with iron helmets from D3 before venturing into D4.
- The D5 Gold Engine: Reaching D5 (Blackwater Port / 黑水港口) completely transforms your guild economy. D5 serves as the premier mid-game gold mint. The sheer volume of gold generated here funds character tier promotions from T4 to T6.
- Crafting Priority: Funnel all fabric and metal drops from D5 into crafting Pirate King Tricorn Hats (海盗王三角帽) for your spellcasters and healers.
#### Day 7 and Beyond: The R2 Epic Breakthrough
- Epic Raid Prep: Assemble a raid squad with a cumulative team Constitution score of 200+ CON to breach the inner chamber of R2 [Epic] Divine Archeology (史诗R2·舒哈蒂之墓). Slay Sha the Hidden God to claim the status-immunity artifact.
- Promotions: Begin advancing core carries to T5 (Titan, White Archmage, Marksman, Night Terror).
# Gem Expenditure Priority (宝石消耗优先级)
Free gems must be strictly budgeted for compounding, permanent guild upgrades:
| Priority Tier | Investment Category | Strategic 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 Revives | Never 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)
- Brute (粗鲁 / 蛮力): Constitution (CON) +10%, Dexterity (DEX) -5%, Intelligence (INT) -5%. (Cash Shop Brute+: CON +15%).
- Feral / Wild (野性): Dexterity (DEX) +10%, Constitution (CON) -5%, Intelligence (INT) -5%. (Cash Shop Feral+: DEX +15%).
- Bookworm / Student (学生 / 书虫): Intelligence (INT) +10%, Constitution (CON) -5%, Dexterity (DEX) -5%. (Cash Shop Bookworm+: INT +15%).
#### Secondary Traits (Pool 2)
- Alert / On Alert (警惕 / 戒备): Hero always acts first in combat turn order. Absolute best-in-slot for healers, buffers, and utility nukers.
- Ruthless (无情): Critical Damage +20%. The premier multiplier for physical carries.
- Nocturnal / Night (夜行): Damage increased by
[0.5 × Active Darkness]%. Massive multiplier in deep dungeons (D3, D6, D7, R7).
- Nimble / Dexterous (敏捷 / 灵巧): Evasion chance +8% (additive).
- Focused (专注): Attack miss chance reduced by 15% (additive).
- Intimidating / Frightening (威吓 / 恐惧): Base Threat multiplied by 2×. Anchors boss aggro onto tanks.
- Dragon Blood (龙之血): Flat damage reduction +1 per character tier (Tier).
- Troll Blood (巨魔之血): Regenerates +1 HP per character tier each combat round.
- Empathetic (共情): Healing output +20%.
- Gifted (天赋): MP regeneration +2 per round.
- Reactive (反击 / 反应): Counterattack chance +10%.
- Mindful (正念): Status abnormality resistance +10%.
- Blessed (圣洁 / 祝福): Environmental darkness penalty reduced by 8.
- Cursed (诅咒): Loses 4% max HP per round; gains +15% Lifesteal (Vampirism).
# Class Trait Recommendation Matrix
| Base Class | Target Promotions | Primary Trait (Mandatory) | Secondary Trait (Optimal) | Acceptable Alternatives | Absolute Trait Traps (Avoid!) |
|---|
| :--- | :--- | :--- | :--- | :--- | :--- |
|---|
| Footman | Titan / Bastion (Main Tank) | Brute (蛮力) | Nimble (灵巧) or Intimidating (威吓) | Dragon Blood, Troll Blood | Feral (penalizes Con and HP) |
|---|
| Footman | Royal Guard / Duelist | Brute (蛮力) | Focused (专注) or Reactive (反应) | Intimidating | Nimble (Dodge breaks counter combo!) |
|---|
| Footman | Paladin / Holy Knight | Brute (蛮力) | Alert (警惕) or Blessed (圣洁) | Gifted, Mindful | Bookworm |
|---|
| Apprentice | White Mage / Archangel (Healer) | Bookworm (学者) | Alert (警惕 / Acts first with buffs) | Empathetic, Gifted | Brute, Feral |
|---|
| Apprentice | Fire Wizard / Inferno (AoE) | Bookworm (学者) | Bookworm or Ruthless (无情) | Focused, Gifted | Brute, Feral |
|---|
| Apprentice | Balrog (D11 Solo Demon) | Bookworm (学者) | Nimble (灵巧 / Max Evasion) | Gifted, Dragon Blood | Cursed |
|---|
| Apprentice | Lich (Dark Sorcerer) | Bookworm (学者) | Nocturnal (夜行) | Gifted, Troll Blood | Feral / Wild (Cripples spell power!) |
|---|
| Archer | Marksman / Celestial Rain (Carry) | Feral (野性) | Ruthless (无情 / +20% Crit Dmg) | Nocturnal, Focused | Brute, Bookworm |
|---|
| Archer | Alchemist (Kamikaze/Poison) | Feral (野性) | Alert (警惕 / Turn 1 Nuke/Poison) | Gifted, Mindful | Brute |
|---|
| Archer | Rider Paths | Feral (野性) | Focused (专注) | Dragon Blood | Suboptimal branch; dismiss if rolled |
|---|
| Rogue | Shadow Rogue (Night Line) | Feral (野性) | Ruthless (无情) or Nocturnal (夜行) | Nimble, Cursed | Bookworm |
|---|
| Rogue | Bard (Minstrel / Team Buffer) | Feral (野性) / Brute | Alert (警惕 / Pre-buffs speed/shields) | Nocturnal, Gifted | Ruthless (wasted on pure support) |
|---|
# Critical Trait Exclusions & Potion Rules (特质禁忌与药水规则)
- 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.
- 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.
- Never Run "Feral / Wild" on Liches: Feral applies an Intelligence penalty, crippling spell damage output on magic casters.
- 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)
- Archetype 1: Threat Wall Titan (Titan / Eternal Fortress):
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.
- Archetype 2: 100% Counterattack Carry (Divine Duelist / Champion):
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.
- Archetype 3: Magic Support & Silencer (Paladin / Angel of War):
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.
- Archetype 4: Lifesteal Debuff Off-Tank (Dark Knight / Black Regent):
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)
- Archetype 1: Guild Lifeline Buffer (White Mage / Archangel): Priority weapon: Snake Staff (蛇杖). Must run Alert trait to apply team damage buffs on Turn 1.
- Archetype 2: Premier Fire AoE Nuker (Fire Wizard / Inferno): Heavy burst fire AoE. Burns suppress enemy regeneration in D3, D5, D6, R3, and D10.
- Archetype 3: Evasion Solo Brawler (Demon / Balrog): High HP and evasive magic brawler. Equipped with a Vampire Sceptre and dodge armor, the Balrog is the mandatory engine for D11 Infernite solo farming.
- Archetype 4: Niche Stun-Immune Solo Farmer (Necromancer / Lich):
- > [!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)
- Archetype 1: Innate 100% Accuracy Single Target (Marksman / Celestial Rain): Single-target physical damage king. Possesses Innate 100% Accuracy (先天100%必中), completely ignoring evasion and blind. Powered by Feral + Ruthless.
- Archetype 2: Kamikaze Suicide Nuke Buffer (Alchemist): See Section 5 for the suicide nuke engine that grants +25% team damage on death.
- Archetype 3: Poison DoT & Resistance Shredder (Poison Bow / Toxic Stalker): Applies heavy poison stacks and shreds elemental resistances in prolonged boss encounters.
- Rider Branch (Wyrm Rider): Underperforming trap path. Flat damage passive fails to scale into Ascension, lacks 100% accuracy, and falls behind Marksmen. Dismiss or reroll.
# Rogue Line (Stealth Carries & Buffers)
- Archetype 1: High-Darkness Stealth Carry (Shadow Rogue / Night Line): High-darkness overlord. Gains 2.5x–3.5x critical damage multipliers in dark zones (D7, R7). Forms the core of the "Shadow Rogue Stacking" meta.
- Archetype 2: Team Speed & Shield Buffer (Bard / Eidolon): Top physical buffer. Grants passive team-wide Dexterity, heals lowest-HP allies, and shields lowest-barrier targets.
- Archetype 3: Single-Target Boss Assassin (Cutthroat / Spire): Lacks the explosive scaling of Shadow Rogues and team utility of Bards. Pivot to Shadow Rogue or Bard.
# 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
- Doctrine of War (战争教义):
- 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).
- Doctrine of Affliction (苦难/暗影教义):
- 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.
- Doctrine of Fortitude (堡垒教义):
- 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.
- Doctrine of Grace (恩典教义):
- 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.
- Doctrine of Ruin (毁灭教义):
- Massively boosts critical damage and grants double-attack procs. Best for Feral/Ruthless Marksmen and burst Rogues.
- Doctrine of Knowledge (知识教义):
- 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)
- Build Blueprint:
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
- Divine Embryo / Divine Larva (神圣胚胎 / 神圣幼虫):
- 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.
- Aegis Shield (艾吉斯神盾):
- Grants massive dual resistances and forces basic attacks to inflict Taunt (嘲讽). Eliminates taunt downtime on Titan tanks.
- Jeweled Crown / Crown of the Martyr (珠宝王冠 / 殉道者之冠):
- 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.
- Pirate King Tricorn (海盗王三角帽):
- The premier helm for casters, healers, and physical DPS throughout mid-to-late game.
- Snake Staff (蛇杖):
- Dropped in Epic Raid R6. The undisputed best healer weapon in the game. Imbues healed targets with a massive attack buff.
- Mottiphobia (恐惧之噬):
- Endgame war-wheel crafted from Sleeping Planet (R9) parts. Best-in-slot offensive weapon for ascended melee warriors.
# Crafting Traps & Resource Disciplines
- The Bottomless Slime Rule (无底史莱姆绝对使用法则):
- 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.
- The Decay + Snake Staff Infinite Buff Loop (衰变+蛇杖永续机制):
- 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.
- Swordsman's Amulet (剑士护符) Lifecycle:
- 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)
- Unlocks: Default start; 100 waves opens D2, 150 waves opens R1.
- Environmental Hazard: Low-tier enemies have no resistances.
- Plan A (Early Progression Crawl): Standard 4-man trinity (Footman Tank, Cleric Healer, Apprentice Mage, Rogue/Archer). Focus on establishing first gear upgrades and collecting basic pet eggs.
- Plan B (Solo Golden Rabbit Executioner — Late-Game Revisit): Deploy a solo high-tier Rogue or Archer with strictly 42+ Dexterity. Outspeeds and kills the rare 2,000 HP Golden Rabbit before it escapes, farming Cottontail for EXP armor crafting and awakening the Treant Boss.
# D2: The Desert (黄金沙漠)
- Unlocks: Clear 100 waves in D1.
- Environmental Hazard: High enemy magic resistance and flying desert Vultures. Magic users suffer; physical archers are mandatory.
- Plan A (Standard Ranged Squad): Tank + Healer + 2 Archers (Marksman line). Archers prioritize shooting down airborne vultures while the tank absorbs melee strikes.
- Plan B (Solo Lifesteal Archer): Deploy a solo T4+ Marksman equipped with a Vampiric Bow or D6 Regeneration Jacket and a Bloodthirsty Pet. Clears desert waves solo to funnel all EXP into a single carry.
# D3: Eternal Battlefield (永恒战场)
- Unlocks: Clear 100 waves in D2.
- Environmental Hazard: Permanent 20% darkness. High enemy physical armor; heavily requires Fire Magic.
- Plan A (Standard Flame Squad): Tank + Healer + Fire Mage (Red Mage) + Rogue. The Fire Mage melts armored skeletons while the Rogue disarms battlefield traps.
- Plan B (Solo Shadow Rogue Speedfarm): Deploy a solo Shadow Rogue equipped with the D4 Arcane Dagger (magic damage), D6 Regeneration Jacket, R2 Divine Embryo (status immunity), and a Bloodthirsty Pet.
- Plan C (Solo Stun-Immune Lich — 200 Wisp Ectoplasm Farm): Equip a Lich with a status-immunity artifact (Divine Embryo or Divine Larva to prevent stuns from Wisps and Golems) and a Vampire Staff. Can be parked in D3 indefinitely without risk of wipe or level-up resets to farm 200 Wisps for the Orb of Ectoplasm (蓝鬼火灵质).
# D4: The Golden City (黄金之城)
- Unlocks: Clear 100 waves in D3.
- Environmental Hazard: Intense piercing ranged attacks and lethal traps.
- Plan A (Helmet-Progression Squad): T4 Tank, T4 Healer, T4 Fire Mage, T4 Shadow Rogue. Equip Iron or Gold Helmets in the accessory slots of all casters and healers to trade minor INT for survivability.
- Plan B (Solo Royal Guard Brawler): Deploy an ascended Royal Guard / Juggernaut with high Constitution stacking and lifesteal weapon to solo-farm emeralds and rubies for Jeweled Crown crafting.
# D5: Blackwater Port (黑水港口)
- Unlocks: Clear 100 waves in D4.
- Strategic Value: Primary mid-game economy engine. Contains regenerating Tentacle mobs (DPS check).
- Plan A (Double Fire Mage Burst Squad): Tank + Healer + 2x Fire Mages + Marksman. Concentrated fire burn stacks overwhelm the tentacle's regeneration rate. Farm continuously for gold to expand roster slots.
- Plan B (Solo Royal Guard / Duelist Mint): Deploy a high-tier Royal Guard / Duelist with a lifesteal weapon and a Healing/Lifesteal Pet. Generates maximum gold per hour without splitting EXP across a full party.
# D6: Frostbite Peaks (严寒之巅)
- Unlocks: Clear 100 waves in D5.
- Environmental Hazard: Trolls feature extreme physical resistance and devastating single-target cleaves.
- Plan A (Heavy Magic Squad): Heavy defense Tank + Archangel + 2x Fire Mages. Magic damage melts trolls before frontlines collapse.
- Plan B (Solo Nimble Balrog): Deploy an ascended Balrog with Vampire Sceptre and dodge gear to solo-clear Frostbite Peaks.
- Plan C (Magic-Dagger Rogue Hybrid): Deploy a Shadow Rogue equipped with the D4 Arcane/Corrupted Dagger paired with 1 Fire Mage, 1 Titan, and 1 Healer. Flying daggers rapidly shatter frost barriers.
# D7: Obsidian Mines (黑曜石矿脉)
- Unlocks: Clear 100 waves in D6.
- Environmental Hazard: Deep darkness reaching up to 80%. High-threat airborne shadow entities.
- Plan A (Fortified Aegis Vanguard): Titan (equipped with Aegis and Jeweled Crown) + Archangel + Marksman + Shadow Rogue. Aegis taunts stabilize the encounter while Crown negates critical strikes.
- Plan B (Shadow Rogue Stacking — Tier 0 Speedfarm): Completely discard tanks and healers. Deploy 2 to 4 T7 Shadow Rogues equipped with Shadow Rings, Vampiric Chakrams / Shadow Daggers, and Decoy Pets. High darkness triggers massive 3x crits, wiping enemy waves before they can act.
- Plan C (Anti-Darkness Light Squad): Deploy a Paladin (Blinding Aura / +50 light) + Healer + Bright Construct Pet. Lowers environmental darkness to let standard physical and magical units hit without missing.
# D8: The Southern Grove (南部树林)
- Unlocks: Must complete Epic Raid R6 (The Dreadful Ascent).
- Ambush Hazard & Hard Stat Gate: Giant Worm ambush encounter. Total party Dexterity must reach strictly 252–260 DEX (average 63+ DEX per hero)!
- Wipe Trap: If DEX falls below this threshold, the Giant Worm ambushes the squad for 26,000 unavoidable true damage, wiping the team instantly.
- Plan A (High-Tempo Dexterity Sprint — Recommended): T7 squad where every hero equips Dodge Robes, Agility Boots, and Shadow Rings to cross the 260 DEX threshold, disarming the ambush.
- Plan B (Titan Bastion Sponge): Deploy a T7 Titan in Absolute Zero (Ice Cage) Armor / Slime Armor with Jeweled Crown, backed by double Healers (Dryad and Snake Staves) and a Bard. Relies on maximum physical barriers and defensive cooldowns to absorb the 26,000 damage strike if the DEX check fails.
# D9: Barren Wastelands / The Spire (荒凉废土 / 通天诅咒之塔)
- Unlocks: Clear 60–100 waves in D8.
- Environmental Hazard: Severe curses, continuous debuffs, and aggressive ranged attackers.
- Plan A (Holy Titan & Cursed Silver Core): Titan + Archangel wielding Dryad Staff (树精法杖) + Marksman wielding Cursed Silver Bow (诅咒银弓) + Bard. Dryad Staff cleanses debuffs while Cursed Bow stuns backline threats.
- Plan B (Stun & Control Lock Squad): Titan + Poison Alchemist + Control-Doctrine Rogue with Stun Accessories. Keeps elite spire enemies permanently locked down.
# D10: Hidden City of Larox (拉洛克斯巢穴)
- Unlocks: Clear 100 waves in D9.
- Environmental Hazard: Features the Larox Nexus (虚空法力波动), swinging magic damage between a +60% buff and severe suppression.
- Plan A (Living Whip Tank & Magic Wave Rider): Main tank equips Living Whip (活体之鞭) to taunt airborne mobs; Fire Mage equips D10 Unstable Staff to ride the +60% magic surge.
- Plan B (Physical Marksman Hybrid Pivot): Deploy 2x Marksmen / Tempest + 1 Shadow Rogue + Titan + Archangel. Bridges damage troughs during magic suppression phases with guaranteed physical burst.
# D11: Lost Lands — Infernite Solo Farm (失落地带 / 地狱矿单刷)
- Core Engine Mechanic: An enemy Shaman conducts a dark ritual that continuously spawns Infernite (地狱锭). The ritual halts immediately if the Shaman faints or if your hero faints.
- The Golden Rule: SURVIVE, DO NOT MAX DPS! Excessive burst damage kills the Shaman prematurely, ruining the harvest.
- Plan A (Nimble Balrog Solo — Tier 0 Consensus):
- 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.
- Plan B (War Doctrine Divine Champion Solo):
- 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.
- Plan C (Dual Eternal Fortress Stall Squad):
- 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)
| Raid | Designation & Type | Unlock & Mechanics | Plan A (Primary Recommendation) | Plan B (Alternative / Budget / Speed) |
|---|
| :--- | :--- | :--- | :--- | :--- |
|---|
| R1 | The Slime Pond (Regular) | 150 waves in D1 | Standard Trinity: T3–T4 Footman + Cleric + Fire Mage + Marksman + Rogue. Hoard slime cores for armor. | Solo Brawler: T4+ Royal Guard with lifesteal clears R1 solo. |
|---|
| R2 | Divine Archeology (Epic) | 150 waves in D2; Total party Constitution ≥ 200 CON | Dual 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. |
|---|
| R3 | Ancient Grave Digging (Regular) | 150 waves in D3; Rapid undead regeneration | Double 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. |
|---|
| R4 | Imperial Rescue (Epic) | 150 waves in D4; Heavy armor skeletons | Balanced 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. |
|---|
| R5 | The Cultist Rebels (Regular) | 150 waves in D6; Key-dependent boss selector | Primordial 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. |
|---|
| R6 | The Dreadful Ascent (Epic) | 100 waves in D7; Clearing permanently unlocks D8 | Balanced 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. |
|---|
| R7 | The Lost Expedition (Regular) | 220 waves in D7; Hard-locked at 100 Darkness | Shadow 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. |
|---|
| R8 | Celestial Gates (Epic) | 180 waves in D9; Dense wave rushes | Balrog 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. |
|---|
| R9 | Sleeping Planet (Epic) | 100 waves in D11; Armored cosmic horrors | Titan & 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. |
|---|
| R10 | Cosmic Gate / The Void (Regular) | Unlocked by clearing R9; Massive screen-wide AoE | Raw 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. |
|---|
| R11 | Orichalcum Mines (Regular) | Unlocked by clearing R9; Ground-only armored brutes | Dual 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. |
|---|
| R12 | Celestial Core (Final Raid) | Unlocked by clearing R9; Double Gatekeeper Challenge | Plan 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 Forms | Available Key Traits | Strategic Application |
|---|
| :--- | :--- | :--- | :--- |
|---|
| Avian Egg (鸟禽蛋) | Dove, Owl, Eagle | Decoy (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 Wolf | Bloodthirsty (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, Crocodile | Opportunist (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 Beast | Curious (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, Tree | Healer (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, Tesseract | Bright (明亮)\ Magic (魔法) | Suppresses darkness penalties; boosts spell power. |
|---|
| Insect Egg (昆虫蛋) | Mosquito, Beetle, Tarantula | Fighter (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 │
└─────────────────────────────────────────────────────────────┘
```
- 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.
- 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.
- 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.
- 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.
Game © Paranoid Squirrels. This site is unofficial and not affiliated with the developer.