Ruffian's Beginner Guide
Ruffian's Beginner Guide
Ruffian's Beginner Guide
So you're new to everybody's RPG and frustrated at the game's complexity, or your inability to push
stages or win any PVP matches. If so, then you're a beginner and might find this guide to be of use.
Below you will find a list of things to do to effectively hit 5k stages easily within the first couple weeks
of play.
Completing the tutorial won't take you long, just complete as quickly as possible then move on.
You will find that you will not possess the necessary materials to upgrade your knight. That is okay;
just this once you should use Jewels–a premium currency earned in-game–to purchase the required
"Ancient Stone." I also suggest spending 1k jewels to purchase the 500k gold pack to get the
required gold for the upgrade. Alternatively, you can wait until you have earned the necessary gold
from pushing stages.
Now that you have a 5-star knight, remove every other hero from your team. For now, you will only
need your knight. You will need 3 cloth pieces–Chest, Shoes, and Gloves–this is for cooldown
reduction which will later increase the effectiveness of your knight. The other pieces should be plate.
Utilizing the synthesis feature, combine two pieces to increase an item piece from common (white) to
uncommon (green). Try to get all your armor pieces (3 cloth and 2 plates) to yellow quality +1. With a
weapon yellow +5.
*Note: when upgrading gear prioritize your weapon, as your weapon dictates how far you will be able
to push. After you have a knight with an S rarity +5 paladin's sword, and S rarity +1 armor, now
begin to add a mage.
I suggest using jewels again for your mage. The mage will use all cloth pieces, and so gearing is
fairly straightforward. Remember to only add your mage after reaching the milestone I've listed
above! Alternatively, you may add the mage earlier but I suggest at least have your paladin's sword
at +5
Every character will use the wizard accessories for cooldown reduction!
You will need to 2x crit chance rune, and 4x crit damage rune.
Good luck, if you follow the advice outlined here you will be at 2k stages in your first day of play. If
you enjoy the game consider being hardcore and have the game up at all times throughout the day
and night.
Banxi's Tips Ahoy!
Assorted tips for advanced players Edit
GEAR Edit
This is way to complex to make it short so... Plan you gear in terms of late game scaling. Completely
ignore classes armor type, etc.
3 examples:
ponder using cloth on a tank. They give willpower/cooldown and magic defense. Thus solving
some of your tanks main weaknesses. He will also be scaling on a balanced physical and
magical defense build (he actually needs more magical defense then physical since tank skill
5 nerfs physical damage and his physical damage resistance can be buffed via dust)
on leather classes, try using cloth chest and boots. For magical defense and extra cooldown.
All leather classes need max cooldown because they're either support or damage dealers.
World dungeon gear isn't always the best solution. If you have a damage dealer like a mage
or an archer, consider using regular cloth / leather gloves. They might not give you as much
HP, but they give critical rate. And for a damage dealer critical rate is way more important.
Remember that PvP and PvE needs differ. For instance a tank can be built in two different ways:
PvE - A PvE Tank rarely gets the chance to use its skills. So you don't care if hes stunned or
not. His attack speed, damage and willpower aren't the most relevant stats. He's a raw
meatshield delaying the enemy in order for your mid/backline to maw down the opponent.
Therefore you should use plate head, legs and either chest or gloves with 2 slots of cloth
(gloves, legs or chest) to balance his magic resistance and cooldown
PvP - On PvP you want your tank to add utility to the team, since most times he survives long
enough to use his stuns and survival skills. But in order to do that he needs willpower or he'll
be constantly stunlocked on the frontline. In this case its better to use 1 plate slot with
toughness, 2 chain pieces with willpower and 2 cloth pieces with both cooldown and magical
resistance. This combo allows you to balance magical and physical resistance, cooldown,
willpower, ensures max toughness on a proper runeset and gives you a margin on rings to
build up some attack speed.
Keep in mind that trinkets scale alot less on magical and physical defense then armor. And they are
very hard to push past lvl 30 because they share the same materials as runes. Take that into
account when planning a balanced magical/physical defense build.
STAGES Edit
Stage info
Necro/warlock/darkmage blind skill can also nerf monster toughness but only has time to be
cast if you build up momentum;
At high stages monster willpower reduces the efficiency of stuns considerably, so use
stunners to get there but prepare to replace some of them later for extra DPS and a healer;
Unless you want to reduce cast speed, don't go past ~0.4s attack speed, it won't increase
your auto-attacks;
1 Tank (endurance)
1 Archer (burst and AoE hybrid damage - stage push)
1 Necro (anti dragon and stun - all purpose)
1 Buffer (buff, stun and penetration damage - all purpose)
1 Mage (AoE magic damage, burst magic damage, stun and speed debuff - anti dungeon
bosses)
From this base you should either reinforce with extra DPS (faster comebacks), extra necro/buffer
(additional crowd control during pushes) or an healer with high shields (additional survivability during
pushes)
Unlike all other classes your main tank should not have attack speed on stages. You want him as
slow as possible so that he doesn't go to the enemy, but rather the enemy amasses on him, creating
an nice AoE and penetration shots pocket. By the way, aoe and penetration shots are mostly
magical damage, and the melee classes amassing on your tank tend to be vulnerable to it.
The downside might be that you have to deactivate his offensive abilities so that his stun and
protection skills are cast fast enough and don't stay forever on the ready to cast area due to the high
global cooldown.
This tactic will only work while your frontline has a single character that is overgeared compared to
the other two. But your goal is to have 3 of those to buy as much time as possible for your mid/back
line to fire skills. At this point (3 well geared heroes on the front) you can start working on their attack
speed.
Archers ready
The single best stage pusher is an Archer. Period. The sooner you accept this, the better. He’s also
the fastest backline killer ingame. He does, however, have less survivability then a Knight.
While on pvp you want to protect your damage penetration classes (archer, buffer, knight) usually by
ensuring they are not in your oponents line of fire (using tank on front top and buffer or archer on
back bottom), on stages the exact opposite happens:
When you get more tanks the archer best position is still either top or bottom. Even though arrow
rain (skill 5) isn't as effective as used in a middle position, your magic arrow (skill 1) is still you main
source of burst damage and it's penetration factor ensures it's a endgame skill no matter your
opponents mitigation. As for multishot (skill 2) it doesn't really matter where you put your archer,
especially when you get all 9 targets.
Also when you have more then one well equiped hero on the frontline be sure to check who usually
dies last on the backrow - if the top or the bottom slot. Adapt your placement on the field to take
advantage of this playing around with back and frontrow alignment. Battles become ultrafast, so you
really need to have the archer on the last man standing spot (a simple top/bottom swap at later
levels can mean the difference between going back 200/500 levels or 2000/3000 levels after a wipe).
The same overall strategy applies to a buffer - but be warned, on late game stages buffer wont even
have time to use it's penetration skill.
Buffer Mind control is the single best ability to have on stage pushes. Get it as high as you can.
Le Warlock parade
Second best skill? Necro Blind. Best anti-dragon weapon ingame. Better then toughness, magic
resist or stun altogether. His DPS gets nerfed badly (and now, most importantly, its toughness).
And since the game rebalance patch, USE NECRO. They might still be subpar at dps, but they are
cheap to build (give them cooldown), have an amazing debuff for PVE & PVP (blind AKA frontline
killer), and have a stun with a 2 meter range (black hole)... If you cast a 2 meter skill on a frontline
target, even the backline target on his row gets stunned. Better then Nespresso. What else?
Perma buff
Mind control, necro debuff, archer speed, etc… sweetspot is once they become permanent. Buffs
don’t go away in between stages so you need max colldown and have enough buff levels ensure
they are always up.
Due to recent patches it no longer makes sense to attempt to make lasting pushes on silver leveled
heroes. Its now more effective to consistently use buff and wins momentum to get to your max stage
level and attempt to push, rebirthing after a wipe. This way you consistently gain gold, rebirth points
and gems.
- ARCHER: High level WD bow + high crit chance + high level skills 1 and 2;
- TANK: 1 High level physical defense gear with toughness + 1 high level magical defense gear with
cooldown + max thoughness + high level Giant Growth
- BUFFER: High level mind control - archer critical rate should be 170% and hit rate 160% when
Mind Control is up;
- NECRO: nothing special, only has to have at least Blind and Black Hole on autocast;
- ARTIFACTS: 70%+ healing artifacts; High level speedy shoes (the higher the level the more push
attempts you do and the more rebirth points you farm);
- RUNES: Level 30 or higher runes. 2x Crit Rate / Attack Speed / Cooldown + 4x Hit Rate /
Toughness;
Force pushing
If you have multiple sources of stun and at least 1 necro, one effective tactic to keep pushing is to
ensure you fallback to a Dragon to regain momentum. In short, you spread your troops around, get
your necro on the top or bottom backrow spot, and hope the dragon aims his first shot at the
frontrow. That gives you enough time for your stuns to cooldown and your necro to debuff dragons
attack and toughness with Blind (skill 2).
03, 07, 11, 15, 19, 23, 27, 31, 35, 39, 43, 47, 51, 55, 59, 63, 67, 71, 75, 79, 83, 87, 91, 95, 99 - do
nothing, you'll automaticaly fallback to dragon levels
02, 06, 10, 14, 18, 22, 26, 30, 34, 38, 42, 46, 50, 54, 58, 62, 66, 70, 74, 78, 82, 86, 90, 94, 98 -
rebirth, this is the only series of 4 where you can't fallback to a dragon
01, 05, 09, 13, 17, 21, 25, 29, 33, 37, 41, 45, 49, 53, 57, 61, 65, 69, 73, 77, 81, 85, 89, 93, 97 - use 1
pvp, dungeon, guild battle or infinity dungeon and you'll fallback to a dragon.
00, 04, 08, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96 - From
200-500 or 700-1000 open team management and submit, even if you change nothing. Pre 200 or
700, relog. At max stage 200 or 700 you land instantly on a dragon when you check ok on the team
management.
Numbers in bold are the max stage you get when you wipe on elite mobs
After a certain point (around lvl 20 shoes) it's usually a bad call to upgrade your speedy shoes the
second you get the resources to do it. You'll have to start managing the upgrades.
Odd me up: keep speedy shoes at an odd level - the number of stages skipped by speedy shoes =
it's level + 1. So by keeping them at an odd upgrade level, you are able to skip all elite mob fights
until you reach your max stage. I.E.: Speedy shoes lvl 9 skips 10 stages. you start the game on
stage 1 so it's 1, 11, 21, 31, 41, 51, 61, 71, 81, 91, 101,...
Multiples of 4: if you are using the force push tactic to progress faster the ideal speedy shoes level
is 3, 7, 11, 15, 19, 23, 27, 31, 35, 39,... Simply put, sometimes you are able to beat a Dragon but
very little of your team remains and you end up wiping on the next level. By keeping speedy shoes at
the suggested levels, even if that happens you fallback to a dragon again.
Carefull after level 48: After speedy shoes level 48 (49 level skipped) you loose the ability to skip
the elite mob prior to your max stage. pushing can become harder...
Transitional runes
Cooltime/crit damage/hit rate rune is very important for stage pushes. They are not final runes so
shouldn’t be pushed past 30. But 1 or 2 of them brigde the gap between a starting and a final
runeset. Your goal is to ease out of them as you build up all 9 characters gear. But that takes huge
amounts of time and investment. And these runes ensure you have solid skill cooldown and that it
hits the opponent. They also allow you to focus on final gear on mid and backliner instead of
depending on cooldown rings (that make your mid-back heroes lacking attack speed and overly
exposed to archers multishot due to lack of physical defense).
Secondary stats
- Toughness is very important but on stages hit rate is even more important – missing a stun or a
high cooldown damage skill... sucks.
- Maximum cooldown with some attack speed is a must – having max cooldown on a crowd control
team is great, but utterly inefficient if you haven’t built up attack speed and your skills get
accumulated on the ready to cast area. As it stands attack speed not only increases your auto-attack
but, most importantly, it reduces the global cooldown on your casts until they eventually become
instant. My advice… use rings for it on mid and backliners.
- Be dependent on high hit rate crowd control and steady damage. Be independent of critical hits (at
least until very late game). Multiple sources of crowd control add randomness to fights. And that’s
usually a good thing when your headbutting your top stage over and over again. Eventually you land
that 0.01% chance combo that makes you pass that stage.
- Do not push to many hit/though runes and especially do not spread develop them (focus on 30 to
50 on each). Unlike other secondary stats, Hit Rate is for stages and stages alone. And on stages
you can get up to 50% permanent buff to Hit Rate from a buffer. So your actual Hit Rate goal is
around 140% and not 160% (can be 110% but if you wipe you'll loose mind control and you will be
facing 170% evasion mobs with a 110% Hit Rate)
On stages revive book is more important than ancient scroll. Simply put you want dead characters to
come back to life with maximum hp possible so you don’t loose the buff momentum on back and mid
lane. While you transition stages cooldown timers keep going, so your buffer and healer
heals/shields should cover for whatever is missing on your alive characters. But they rarely are
enough to bring dead characters to full HP.
Oh and as far as ancient artifacts go… they do work and they are a must.
Assorted cookies
- Do weekly pushes with silver lvl 1500 heroes. Ideally during weekly pvp end day so you are buffed
for that reward as well.
And take advantage of those pushes, using the extra gems it generates for big investments such as
pushing a weapon or a rune to 50.
- Convince your guildmates to focus on shared research #1 and #2. Its very effective at frontline
endurance.
- Why rush stages? For 1, the free gold gets a huge boost. For 2, the gem influx gets better and
better the more you push. Those dragon kills land you 100 more gems per kill. Might not seem much
at first but at stage 56k the dragon lands you 11,6k gems… and that number keeps increasing. For
3, when you get distracted and forget to rebirth at the right level (it's bound to happen, you know it)
at least you get alot more rebirth points from it.
That damage report is a good indicator on what role different classes play on your build. If your
necro or tank aren't doing that much damage, disable they're offensive skills. It should speed the
casting time of their usefull skills because there is less of a traffic jam on their "ready to cast" area.
A good rule of thumb for skills on critical classes like the tank (survival skills), buffer (mind control)
and Necro (stun + blind) is:
- Attack speed 3 sec to 1,5 sec: use only two skills on autocast;
- Attack speed 1,5 sec or lower: use 3 skills on autocast;
- Attack speed near 0.15 sec cap: Add a 4th autocast if it doesn't delay your critical skills
performance.
Long fights naturally desync skills. The main problem is on a pvp match, on a dungeon, or on a
stage wipe the skill cooldowns reset and start from scratch, and that makes skills stuns/debuffs etc
overlap, making one of them go to waste. That also creates a window of opportunity for the
opponent to evade stunlocks.
UP TO 50 PRIORITIES Edit
1st – Get a weapon to 50.
While doing this, focus on converting materials to increase a single piece of armor to 50 on two
characters. For cloth/leather do either a cooldown or a critical rate piece. For chain/plate start with a
toughness or a critical rate piece (do critical rate only if your teams main dps is a warrior/knight). Do
not spread develop armor. Focus on each piece up to 50 because, unlike secondary stat runes,
armor behaves like weapons: the closer you are to 50 the higher the scaling.
2nd – If your first weapon wasn’t a bow, get a bow to 50. You'll need it for both pvp and stage
pushes;
If you prefer, you can spread develop secondary stat runes because the growth is flat, not scaled -
aim for lvl 40 on all 6. It's a matter of personal choice. Just make sure those are actually your final
runes if you're spread developing.
4th – Get your archer gear up to critical rate/attackspeed/cooldown cap and give him 140% hit rate.
5th – Buff your tank with 1 lvl 50 plate and 1 level 50 cloth piece;
6th – Get a second DPS weapon to 50 (if you haven't already done so) and get him to the same
caps as your main DPS
8th – Start working on a second tank, a third DPS and the rest of your team.
DUNGEONS Edit
- Your most solid damage dealer on a dungeon is a mage – especially on dungeon 3. Nothing beats
the sheer burst speed of mage skill 2 on single target ingame pve (and at killing world dungeon
tanks)
- PVP focused teams tend to have more success on dungeon 2 because it’s the dungeon where a
pvp runeset works better.
- The hit rate and critical rate requirements of dungeons are considerably smaller compared to
stages. The same goes for world bosses. Take that into account when choosing what runes to use
on dungeons.
- Swap gears, swap hero places, swap gems. Play around because placement matters and can land
you 70 to 100 more levels. Try a backline knight if that’s your main dps source. Do crazy stuff. The
simple fact that a buffer is on center backrow position (dies faster) or top/bottom backrow position
(usually lasts 1 more attack) can give you 20 more levels of progress on dungeon 1 because he
lands a stun in-between that extra attack.
Dungeon 1 – Use sheer speed and dps runeset. Glass cannon is the best way to push it. Archer is
decent. Mage is ideal. Frontline Knight doesn’t survive long enough to be meaningful due to poison.
Dungeon 2 – Use PvP build. Knight is decent. Mage and archer are very close and ideal.
Dungeon 3 – Use your PvP runeset with 1 rune swaped out for extra cooldown, attack speed and
crit damage. Mage is godlike DPS here, able to push you way past lvl 400 alone.
- Pump your heroes up with the overnight silver income... and only then do infinity dungeon.
Avoid using more then 2 minor pots on it (i occasionally use power & blow). It's still a gem for gold
trade, so it's a bad deal.
PVP Edit
Rank Matters!
You can be put in vs anyone within a 30 point range from you (up or down) but that’s not the only
factor on the matchmaker. See that little medal on the current standings? You have a much higher
chance to be paired VS other players with the same medal.
With the exception of the top 3 players on the server, all others can know if they are performing right
if they have a high win ratio on the attack log and a very low win % on the defense log. It indicates
you know when to stop hitting but aren’t underplaying you PVP position.
Ticket cap
X = Empty Slot
H = Hero Slot
2 slots
X X H
H X X
X X X
X X H
H X X
X H X
4 slots (1 frontline)
X X H
H X X
H H X
X X H
H H X
X X H
4 slots (Tank (T) / Knight or Warrior (M))
X M T
X X X
H H X
(haven't tested this in a while but armor/class type = a taunt. With the exception of frontrow
placement, if you have a plate/chain class on midrow and a cloth/leather class on the same row, the
enemy will prioritize the chain/plate armor. If this hasn't changed, use it to your advantage to avoid
penetration shots)
5 slots
X X H
H H X
H H X
8 slots
H H H
H H X
H H H
ps.: From 5 slots onward there are way to many scenarios to consider.
Due to recent hero re-balancing the 3-Hero Formation described below is now more vulnerable in
PvP and not the most effective in PvE. The principle of focusing your investments your critical
heroes and gear is still valid.
1. Remove priority from Healer and replace him with a Warlock which you add to the team much
earlier.
2. Archer should be built from beginning along with Buffer, Mage and Knight.
3. WD Bow should be the first Weapon you take to level 50 with Archer as your intended core
DPS hero
4. Get a Max Cooldown Warlock ASAP
5. Aim for the following combo at a minimum (Warlock, Buffer, Archer, Tank) Optional: Mage &
Knight
****
This guide is meant to be a brief introduction to a strategy based on the concept of limiting team size
to concentrate investments and eliminate common early game waste that that can actually slow you
down at best and limit your end game potential at worst. While counter-intuitive given the nine-hero
roster limit, the three hero strategy can progress quickly and efficiently from the beginning of the
game, and has been proven a competitive option even among the current top players (7/29/18 -
Stage ~ 25,000) while minimizing wasted expenditure. This guide is fully geared towards how to
manage your hero lineup and investment in gear to maximize success in a 3-Hero strategy. For all
other beginner questions please reference the existing beginners guide and beginners guide to
heroes.
It should be noted that this strategy is my adaptation of a strategy/formation that I first saw used by
Bimbromir (Kift Server). I switched to a 3-hero line up after developing a full 9-hero team, and
looking back I regret the gold/jewels/resources that I spent on additional heroes and duplicate gear
that now sits wasted on the sideline providing no value. While this strategy can be viable for both
Free2Play or Pay2Win, this guide is designed to walk a Free2Play player though the early stages
with no or minimal real money investments.
Contents
[show]
This section is intended for anyone who always asks "why should I use this strategy". If you just want
to follow my guide blindly I'm honored and you can skip down to the next section. If you want to stick
around I'll walk you through some of the main reasons why a 3-Hero formation is great.
Cost Edit
It can be very costly to full upgrade the gear on even a single hero all the way to the maximum level
of S-Class +50 reinforcements. To complete a maxed out 9-hero formation would either take years
of farming or a ton of in-app investment of real money. If you have the bankroll to fully gear out 9
heroes then this guide may not be for you, but for anyone else this is the best way to quickly get a
strong team, and still probably the fastest way for you to start the long grind to eventually have a full
9-hero roster.
*For reference, details on the full cost of upgrading weapons and gear to level 50 can be found in
Banxi's spreadsheet which is linked on the home page
Power Edit
Due to the accelerated scaling of primary stats (Damage, Vitality, Magic Defense, Physical Defense)
on equipment between level 30-50 it is most beneficial to choose a single weapon (and a single
piece of equipment for each other type of advanced crafting material) to upgrade past level 30.
Based on the significant power advantage provided by the %Damage boost on World-Dungeon
weapons, it is further a must that you choose a world dungeon weapon as the one you push past
level 30. A single knight with a +50 weapon can easily outclass an entire team of heroes with +34
weapons, so your best bet is to choose one hero to max out for DPS
Consistency Edit
Once you've gotten one strong hero to weapon level +50 (or as high as your budget will afford) you
will begin to notice that supporting this hero with spells from other heroes (Buffer, Healer)
significantly increases the hero's performance in battle. Any time your Buffer or Healer casts healing,
shields or buffs on any other hero begins to be a waste. Due to the semi-random nature of Buffer
and Healer support casting, the only way to ensure they focus on your main DPS hero is to remove
all other from the field.
*Once you've upgraded your Buffer and Healer enough that they can target 4+ heroes with each of
their support skills, then you can start adding back and developing your other heroes without
sacrificing any power or consistency.
Before we go any further I'll outline the standard progression from a fresh start to Mid/Late game
using the 3-Hero Domination strategy. While the end goal is a 3-Hero line up, depending on your
situation and preferences you may actually use 5 different heroes as you develop.
At the beginning of the game you should be solely focused on promoting your Kift knight from 2-
Stars up to the full 5-Stars and providing him with S-Class Gear /w +5 reinforcements ASAP. Since
he starts the game with a free promotion you will progress fastest by focusing your efforts on him. At
this time feel free to continue using all of the heroes that the game gives you to start, just make sure
you have your Kift knight and a cheap mage to start promoting and gearing up. [Optional: You can
also use an archer if you really like them or want to]
Once you finish promoting your Kift knight to 5-Stars, you should shift your attention to your Mage. I
used the cheapest mage I could find, Brica, and would advise you to do the same since any hero
can have their base stats maximized at a later time. There are other uses for jewels early game that
provide much larger and more immediate returns than maximized base stats. You should already
have begun place any "found" cloth gear on your Mage.
If you decide to go this route, I would suggest the following build for your Archer to maximize the
amount of gear that can be recycled.
Once you get all 2(3) of your beginning heroes up to level 10-15 S-Class gear its time to start
thinking about moving towards your final line up. At this point you should be strong enough to easily
take out at least a few World Dungeons, so you should be doing so as often as possible in hopes of
landing some Plate, Leather and Cloth reward items. You should not level any non-reward gear
above level 15 in any circumstances (except for Trinkets, Runes and standard Plate/Cloth gloves
which are arguably better than the reward type). Any investment now of this much gold or even
worse Jewels of Blessing will be a waste. Your primary target now should be getting strong enough
to face World Dungeon 9 in order to win your first reward weapon, the Staff of the Sun.
Once you find your first reward weapon it must become your primary focus. Reinforcing this weapon
to level 30 will be invaluable in your next target which is securing your first Excalibur drop, the World
Dungeon sword reward weapon. Finding your first Staff of the Sun is also your cue to start preparing
your buffer. As soon as your Staff of the Sun is strong enough to replace your Mage's weapon, take
your old staff and all your Archer's leather armor and give them to your buffer. This should provide
an instant injection into damage and survival and allow you to usher in your Intermediate Lineup
At this point you will realize that your Knight is dealing far more DPS than your Mage, so it is time
replace your Mage with your favorite Healer, and move all of the Mage's gear over, leaving you with
your Final Lineup
Regular Dungeons
The PVP Dungeons are found under the PVP Menu Tab. In reality, there is no PVP aspect to it, but
it is very beneficial. Players face a mini-boss in these dungeons and each time they win a higher
level dungeon unlocks. The rewards for these dungeons are promotion materials which are very
beneficial if you want to save on gems. At higher levels the drop percentages increase (the
percentage for the second reward, enchanted flower, dragon's wing and black blood, are caped at
70%) and it becomes easier to obtain the promotion materials. All of the bosses have unique
techniques. The Misty Swamp one has a self heal and does percentage health damage. The Ancient
Dragon's Nest one has a self heal as well. The Burning Hell one has a skill which makes him
immune to physical damage, in the higher stages is the skill permanent active. Some speculations
on how accurate the drop rates are. It appears that dragon hearts drop more than they should while
soul of the dead drops far less than it should.
Misty Swamp
Location
World Dungeons
There are currently 13 World Dungeons. They have a 3 day cooldown between times you beat it.
You can get the best gear and weapons in the game by beating the bosses. Drop rate is 5%. You
can buy tickets to try the dungeons again using green diamonds and honor points.
There are 9 Hero Classes in this game, four of them are mainly magic damage classes and five of
them mainly physical damage classes. In the late game some of the classes are able to deal mixed
damage.
You start the game with Kift the Knight at 2 Stars. Which makes his stats twice as powerful as the
rest of your heroes. So if you make his weapon better, it impacts his power/damage a lot more than
if you upgraded other 1 star heroes weapons. The only classes I would not recommend early is
buffer and necro. The weakest classes currently in the game are warrior and necro and the best are
knight and mage. Here are the pros/cons of the nine classes
Assassin: Edit
The assassin is a good damage dealer in the late game but you need to get him to five stars to
access the last skill (poison cloud) that makes him good. It used to be great but self-heal skill and
poison cloud got nerfed a while back. Assassin is able to wear 2nd best tier armor (chain). You need
to promote him or he wont be as good in the beginning as the other heroes.
Warrior: Edit
The warrior is a pure Physical Damage class. He is able to wear every type of armor except the
plate one. His early game isn't as good as the one of the knight because he isn't able to wear the
best armor but his late game is okayish due to his skill set. He has a small self heal and a stun.
Warrior got buffed but still isn't a top tier hero.
Tanker: Edit
The tanker is able to wear the best armor in game. His best use is in the frontline to soak up as
much damage as possible because his damage overall is pretty bad. His only way to dish out a ton
of damage is with his skill number five (Spike aura). He got nerfed but still is pretty good.
Furthermore he has a stun skill which can't be upgraded.
Knight: Edit
The Knight is a great damage dealer, all of his skills are focused on damage. He is able to wear the
best armor in game which makes him pretty tanky. To maximize his damage output focus on Critical
Rate/Damage. One of his advantages is that he does 50% physical/50% magic damage when you
upgrade him fully. Knight is one of the top 2 classes in game currently.
Archer: Edit
The archer is a great late game class if you invest enough to get his skills/weapon really high. One
of his strength is that he is able to do penetration damage. In the late game he is the best at ignoring
enemy's defensive stats. His other strength is his damage distribution. He is able to dish out 50%
physical and 50% magical damage. His draw back is that his early game is weak as attack
speed/cooldown is long like every other hero. He is able to wear Leather armor.
Mage: Edit
The mage is the strongest Magic Damage Dealer in game. His great consistent magic damage make
him an impactful character through out early to late game. He is able to wear cloth armor. Some
folks think Mage is the best class in the game. If you want to unleash his full potential focus on
critical rate/critdamage and the cool down of his skills.
Necro: Edit
The necro isn't as strong as the mage comparing there damage output. His second skill (blind) make
him great in the late game. Its strong debuff to the enemy's attack can save your team. He is able to
wear cloth armor. Necro got buffed recently but still isn't viable most of the time. Some consider it
one of the two worst classes.
Healer: Edit
The healer is great at healing and protecting the team. But for this to work properly you will have to
invest a lot of gold in his skills and upgrade his weapon. He is able to wear Cloth armor. Heal and
God Shield are AMAZING if you invest a lot of levels in them.
Buffer: Edit
The buffer has a great late game, but a really bad early game because you need to invest a lot of
gold to make him work. In addition to his great skill set he is also able to do some penetration
damage. He is able to wear Leather armor.
Beginners Guide
This is the Beginners Guide to Everybody's RPG. You can play this game on Android and iOS. This
guide should get you going and help you climb to floor 500 and beat that Evil Dragon Boss. The rest
is up to you.
The game is an Idle fantasy game where you climb floors and beat stronger and stronger mobs and
bosses. The game starts off simple and gets complex in the end game. Development is still on going
and new features are still in development.
The Goal of this beginners guide is to get you to floor 500. I've listed a bunch of basic questions you
might have below. You start off with 5 heroes given to you in the tutorial. Kift the knight being the
strongest of the heroes. You are given a lot of gems/jewels to buy new heroes. You'll have to
increase your strength a lot (1 million battle power) to beat that dragon. So upgrade your armor,
weapons, and get some good heroes!
Basic Questions
The world map is where you can see other players climbing the floors who are in your server. You
will have around 20-50 people there and those folks can help you take on world dungeons in teams
of 4. There are 13 world dungeons that give rare loot, rare upgrade materials, etc. You will also find
vendors, material farmers who put stuff in your warehouse and a mine you can invest in after you
reach floor 500.
The game has over 50 heroes right now in 9 classes and more will be added soon-ish. You go to the
hero tab and click on the helmet on the top left which gives a list of the heroes starting with the ones
you already own. Each category is stored by how much they cost from cheap to expensive in
(jewels). As of this patch, all heroes can be upgraded to max stats in the end, so pick whoever looks
coolest for the class you want.
The Knight the game gives you to start with who is already upgraded to 2 Stars is your strongest
hero. If you max out the armor and weapons to Rank A + 5, you will be able to climb near 500 just
with that. I think any class you buy will help you get closer to beating the dragon. The best choices
currently like early game is more knights and mages.
Everyday you get a scaling reward of gems that increase for every day you login consecutively. Log
on and check your mail to get them. In addition to buying it from the shop and getting achievements,
all players get gems whenever there is a big update where they pause the game. Also, players are
rewarded at the end of each day and season for participating in PVP.
There are so many stores in this game, it can be confusing. You can use your Jewels/gems and
spend them on these things:
1. Buying Heroes in the Hero Tab.
2. Upgrading Heroes who aren't Max Stats, to Max Stats status. If you buy a 2000 jewel/gem
hero. It is already maxed out.
3. There is a vendor on the world store who sales stuff everyday and sometimes the deals are
good. You can spend jewels and gold there.
4. You can craft potions that can help you beat world dungeons.
5. You can spend gems after floor 500 and invest in a mine to generate more gold.
6. You can upgrade your inventory slots in the bag menu.
7. You can upgrade your rune slots in the bag menu.
8. You can upgrade your artifact slots in the artifact menu.
9. You can upgrade your kingdom warehouse inventory in the world map menu.
10. You can auto-level up your heroes for 20 jewels from the silver coin quests.
11. You can buy rare artifacts.
12. Finally there is a gem/jewel store on the last tab on the right.
Every time you clear a level, you will get a small amount of gold, around 100. In addition to that, you
can also buy gold using gems in the Gem Shop. When you clear a level you didn't cleared before (a
new level) you get around 500.
The main place you should spend your gold on between floor 1 and 100 is upgrading your weapon
and armor for your heroes. There are special skills that each hero have that require gold but the
investment is so high, it isn't worth it to upgrade that early. You can also use your gold to promote
your heroes if you have the rare materials needed to promote them. This can boost your stats a lot
but you might have to buy the rare materials with gems/jewels or get lucky while doing regular
dungeons.
Focus your money first on the top Damage dealer which is usually Kift if you don't buy a new hero.
Get his weapon upgraded as soon as you can. You upgrade weapons and armors by going to the
bag menu. Clicking on the item and clicking reinforce. It will show you the two materials you need to
upgrade and a probability of it being successful. If you don't have the materials, you can click the
plus button to buy them with gold. Once your weapon is strong. Focus on your armor to stay alive
longer. If you want to upgrade to an even stronger weapon, you can use synthesis to create a new
stronger weapon or armor. Here is the link to the Synthesis page to understand how to do it.
There are 13 world dungeons where you fight big bosses with 3 other teams of 9 heroes. These
world dungeons can give you rare armor/weapons, and rare upgrade materials. You can use potions
you can craft to buff your heroes for the fight. You can only do world dungeons once every 3 days
per boss.
Tip: Do not use World Map Dungeon Reset Ticket until you can beat all World Bosses.
Upon completing stage 500 a new feature called the mine is unlocked. It can be accessed from the
World Map Menu right above the second world boss. The mine will generate gold and ores online
and only gold offline. There are three miners which cost 100, 200, and 500 gems respectively. After
the initial unlock with gems it takes gold to upgrade the miners. The money you get back isn't that
great unless you play for a long time. The main reason for the mine is to farm rare ores to use to
create materials to upgrade Rank s + 30 gear.
PVP is a great way of earning gems/jewels and the only way of earning Honor points at the current
moment. Your win/lose ratio doesn't matter. You just want to pvp as much as possible as every 5
wins gets your 30 gems. There are daily and weekly ranking rewards too. You start off on beginners
pvp until you get to floor 300. Daily rewards can range from 100 jewels/gems and honor points to
1000 jewels/honor points for expert pvp. See the Honor Points question on what to do with honor
points.
Promoting your hero can make a big difference in your power but getting the rare materials is hard.
You can farm the rare materials from the regular dungeons which is located on the pvp tab. There
are 3 different rare materials: ancient stone, dragon hearts and soul of the dead. As you beat each
dungeon, the probability of getting the rare material will go up, so keep beating those dungeons!
Sometimes on the world map, the vendor has a sale on the rare materials for 1500 gems/jewels.
You can always buy 10 rare materials for 1000 gems/jewels in the bag store.
To see what you need to promote your hero, go to the hero tab and double click on the hero. Find
the promote button and see what it needs to get to the next level. You also get new skills when you
get to Star 3 and Star 5. Some of the best skills are when you get a hero to Star 5.
Tip: Be patient and wait for rare materials to appear on sale, while waiting farm the required gold.
How Do I Upgrade My Armor And Weapons And
Accessories? Edit
Go to the bag menu. Click on the weapon or armor you want to upgrade. Click on reinforce and it will
list what you need. You can buy it with gold if you don't have it.
The portrait you see on your screen is the reigning champion of the (Season PvP). You can change
your settings so that it only shows it when you are able to get honor points. See next question.
Look at the question about PVP. Honor points are used to upgrade how many dungeon tickets you
have. How many pvp tickets you have and a stat called power up level which can boost your stats
more via silver coins for that run.
Yes. At Level 6, You get a 20% boost to stats for free via silver quests. At Level 12 you get a 35%
boost. This will allow you to climb to more floors, get more gems/jewels, more gold and rarer drops.
What are Runes and What are the Best Early Game Ones? Edit
Runes are stones with stats on them that you can equip that all your party members get that stat.
The game gives you two to start out with and the runes start dropping on floors 400+. Upgrade runes
is one of the fastest ways to increase your stats of your whole team. The best runes early game are
ones that have vitality, attack, and physical defense stats on it. Upgrade those first.
Look the top right and click on the button the bring down the menu. Click on the face and you will
see your profile. Click on your photo to change it. You can change your name a second time for 500
gems/jewels. First time is free when you do beginners pvp in tutorial.
This is something you can tap away at to get silver coins to use to temporary boost the stats of your
party. You start off doing a simple fishing needle quest and go on from there.
Rebirth means you start from floor 1 again. If you increased your stats via silver quests, it will go
back to zero again. The benefit of rebirth is grinding gold is a lot faster on lower floors and you get
something called rebirth points which you can invest in your heroes to provide small boosts in stats
on a permanent basis.
Artifacts
This is the description and some basic tips on artifacts. Artifacts are abilities you can upgrade that
help you out in the game. Some are really good and others take a long time to be good. You earn
the materials to upgrade artifacts by doing regular dungeons on the pvp page.
Contents
[show]
When you increase this artifact, you get a % heal every floor you beat. It is better healing early on vs
what the healer can do on average. Keep upgrading this artifact as much as you can.
When your whole team dies. you go back 5 floors. If you invest in this artifact, you get extra health
on top until you die again. This is worth investing in.
You get more silver every time you complete a silver quest. This is worth investing in if you are using
silver coins to temporarily increase your team's stats for that run. In combination with Scroll rune,
and Fishing Needle, and stat called power level, it can be a powerful tool to buff your team by 30-
50% over a long run.
The useless artifact. Don't buy this. It increases silver earned by killing mobs on floors. But
compared to silver quests, it is so small.
This artifact increases the speed of the game by 1%. It increases by 1% every time you level it up. It
is worth investing in and getting to its max level at 50. I would max this as fast as possible.
This increases the attack power while climbing floors. It is seen on screen but not shown in the stats.
It impacts warriors and assassins. This does not apply to PvP.
This increases the attack power of archers while climbing floors. It is seen on screens but not shown
in the stats. This does not apply to PvP.
This increases the attack power of mages, healers, and buffers. It is seen on screens but not shown
in the stats. This does not apply to PvP.
Allows you to skip floors which allows you to climb faster. You miss the gold on the floors you skip
but you earn gold faster as the higher you climb, the better the gold. This is a great artifact to spend
gems on and I would recommend buying it after you beat Floor 500.
This allows you to start the run with the first silver quest at a higher level. When you buy the artifact,
you start off with Level 100 and it goes up by 100 each time you upgrade this artifact. This in
combination with piggy bank, scroll runes, and the stat power level can easily buff your team by 50%
over the run.
World Map Dungeon Timer Edit
This allows you to shorten the amount of time before you can do the world dungeon again. You only
get 5 minutes less per level upgraded with this artifact. So it is better off for end-game.
Increases heroes' maximum silver level-up by 100 per level past 1,000 silver levels.
PVP Rewards
PVP can be found in the PVP menu tab. There are three different types of PVP: General PVP,
Season PVP, and Daily PVP. Daily PVP can be broken into three different types: Beginner,
Intermediate, and Expert. PVP is a great way to earn honor and a steady flow of gems. Although at
the moment General PVP only rewards very small amounts of gold and therefore it is not worth
spending your PVP Tickets on it. PVP is calculated based on points acquired. Wins give +5 points,
while losses give -3 points.
Season PVP
Rewards:
Daily PVP
Refreshes Daily
Beginner
Rewards:
Intermediate
Rewards:
Expert
Rewards:
The Mine
After you beat floor 500. You can purchase 3 miners to work on a mine to starting farming gold and
rare materials.
When you get back online, go to the mine and click on the box on the right of the screen and you will
collect all the gold that was collected when you were offline.
Here is a link to an uncompleted Mine spreadsheet for the public wiki. You can copy it and make
your own or add to the spreadsheet
This game is an IDLE Game. Meaning you just wait and let it run before you can do anything with it.
Most people find this game boring. But for busy people, this is for them. Just letting it run and then
checking it from time to time.
Also, here is the discord link. https://discord.gg/aPwutCA
Edit
A: No one. They're literally all the same. They only vary with the price, looks, and animation.
Q: But the 2000 jewel hero is soooooo much better than the 200 jewel hero
A: No they are not. If you bought a less than 2000 jewel hero, you have the ability to maximize its
stats for the price of 2000 - (price of the hero). Meaning, if you bought a 200 jewel hero, you can
maximize its stats for 1800 more jewel.
Q: I have so many jewels should I buy anything from jewel shop? Should I buy gold using jewel?
Should I rebirth twice?
A: NO. Never buy those. Save those jewels for your mid-game. You can get gold by just doing
stages and pushing max stage. New stages that you've never reached before gives you more gold.
You're gonna need jewels SOOOO bad for upgrading a WD Weapon. (World Dungeon Weapon)
A: When you're stuck for an ample amount of time within the same stage over and over.
Q: Should I equally reinforce my heroes? Like get them 10 points each so they're equal?
A: You can get runes via drop and from the free shop.
A: This is a newbie guide. I'm gonna have to say no. Your core hero should be Knight, Archer,
Warlock, Mage, Buffer. Only 5. I'll get into details as to why should you only have 5 and why is there
no healer or tank. But you could buy a tank, it's just not recommendable at this early stage.
A: You get honor points from daily pvp, weekly pvp, honoring the top guy on the weekly pvp.
A: Yes but, not at this stage. This is a newbie guide, focus on using your honor points to upgrade
your power level.
A: Power level is an effective way of making your heroes stronger. It increases your heroes'
reinforcement stats and their silver level stats.
Q: Should I worry about silver quests?
A: Nope. Leveling up your heroes at this point is useless. Because your heroes scale faster with
equipment when you're new.
Q: Wow I now have gold to invest, what should I do? WOW! There is a Special Market selling a S
Weapon for 300k! Should I buy?
A: NO. Use your gold for synthesizing equipments. To synthesize, make a +5 body part, make
another +5 body part, then choose the body part you wanna synthesize. Tap synthesize, it will ask
for another +5 body part. Choose the other +5 body part and synthesize. Same with weapon, helms,
trinkets.
Q: I have a 9.9/10 A Quality Gem! I SHOULD DEFINITELY SOCKET MY GEAR AND PUT IT,
RIGHT?
A: No. You must not be bothered by gems right now. Also, Gems = Thing you put on your gears.
Jewels = In game currency. If your bag is full, you can cube 4 A Quality gems to get 1 S Quality
gem. You should keep good S Quality gems. Go and ask the chat if that S Quality gem is good.
Sometimes you get a random S Quality gem drop by sheer luck. Never extract them.
Q: Should I buy Dragon's Heart, Soul of the Dead, and Ancient Stone to promote my heroes?(These
are the materials used to promote a hero)
A: Yes. But not for all of them. You can buy them for your Knight, Archer, and Buffer(IMO), then you
can wait for the dungeon drops. If you're impatient, you can buy them for all your 5 or 6 heroes.
Now that FAQs are out of the way (I think), I'm gonna give you advice and tips (straight outta Fishy's
dungeon)
For early stages, you should promote your Knight. ASAP. It doesn't matter which Knight it is. You
can go and buy a Knight if you don't like the given Knight. But ONLY 1 KNIGHT. Why? as I said,
QUALITY > QUANTITY. Plus, your knight will be your TANK for the first 10k stages. Sounds crazy,
right? It's true. Knights can withstand and soak the damages pre 10k. But post 10k will be time for
the Tank to step it up. Should you get a Tank at the very beginning? You can, but I will not
recommend it.
Why no HEALER? Healers are literally useless at the beginning. You have a buffer that will heal and
buff your other heroes, and healers need huge gold investments to be useful. The only thing useful
for a healer is their "God Shield" which is the last skill. You have to pay a huge amount of gold to be
able to upgrade the God Shield and make it cover all your heroes. Because by default, God Shield
will only be used for 1 hero. Upgrading it will also increase the amount of hero it will cover.
For Knights, idk to be honest this was made after the new patch. But recommended to upgrade skills
3, 4, and 5.
For Warlocks, skills 2 and 4. Upgrade 5 just a bit then never touch it again.
For Mage: All of them are being used. Especially skill 2. Skill 2 is your auto-attack for mage.
You don't necessarily have to upgrade it all at once. You should be upgrading them semi-seriously
post 10k. You should be optimizing your gears pre 10k stages. Investing on those skills doesn't
mean you'll have to deactivate the skills that aren't being used.
For Archer: Leather Helm, Cloth Chest, Leather Pants, Cloth Pants, Cloth Gloves/Leather Gloves.
All of them are WDs, except for the Leather Gloves.
For Tank: Cloth Boots and Gloves, all WD Plate. All of them are WDs.
Beyond +30, you will now have to use these J E W E L S. Yes. You're gonna buy the reinforcement
items using jewels. Straight. Including JoBs if you're upgrading from +31 to +50.
Just look at the base description. It should be Crit Damage or Crit Rate. That's all you need to know.
GUILD? Edit
Almost everytime I see a newbie, they always wanna join a guild asap. Don't find a guild yet. Get
strong and when you get around 3k stages, find a guild. Most guilds in this game are dead. If you
can find a good and active guild at the very start, good for you. How to see if a guild is active? Click
on the guild, you should see their heroes. Click on their guild icon at the top left, click on members.
You should see how many hours ago their members went online the last time.
ARTIFACTS! Edit
For artifacts, you will need to maximize Magic Clock ASAP. Yes. That's the first thing you should
maximize. You can upgrade Ancient Scroll while at it.
The artifacts that you will be needing at the early game are:
1. Ancient Scroll
2. Revive Book
3. Magic Clock
4. Piggy Bank(For future use)
5. Ancient Bow
6. Ancient Staff
7. Ancient Sword
No point in getting Speedy Shoes for now. But beyond 1k, I think you should get it for faster rebirth,
faster hero reinforcing.
Sorry i was too lazy to add the picture here but you can check in game. My assassin in pvp was
never on top 5 list for dps damage dealer. Because the physical defense of the tanks are always
high so he often placed top 5 in squads behind 2 mages, buffer and healer (then you know how
weak he is) until he achived his poison cloud, his damage output go like from just 4xb to 2xxb.. i
can say that 'poison cloud' is 100% broken
Sorry for the multiple comment but i just want to make it clear here
So after the PvP, i've ungeared my assassin.
So guess what, he still did a lot of damage with just the poison cloud, his
damage was even higher than Silly with +17 weapon,+11 power jewerly. He
was top 1 in dps damage dealer at the time he achived his poison cloud but
then he was quickly pushed away from the top because i've already ungeared
all of his weapon
I've added the picture this time
HungPhan/ I agree with your opinion.
I thinks that nuffing of assassin's skills is necessary.
My plan is buffing other job first.
It will be applying 2.6.0 patch(Guild Content Version).
To nerf assassin's skill, I want to give to you guys a choice of buffed other heroes and enough
time.
I will do my best for balancing.
Thank you.
I agree with Alolan about single targeting of poison cloud. A kinda poisoning dagger
instead.
Simple solution is limit amoout of assasin per team, but its so undemocratical:P.
Also assasins should be not allowed to wear:
- chain armour
- colonels equipemnt
- wizard equipment
Besides dont kill assasin make him more vonurable.
Bimbro, I just attacked you with my 6 assassins and guess what - you kicked my ass
assins asses just by one knight :) and forbidding them to wear half of the equipment? I
dont think this is the way.... Keep on mind there will always be superiour build like in
every game. It will just change over the time with the development of the game.
Btw Nomad - do you have an option to make a simulation of changes before making
changes alive? e.g. comparing 6 assassins to 6 knights with several sets of
equipment....
complaints like this may be seen more often in future towards each of the characters...
It looks like assasin in heavy armour and with colonels are nearly eqaul to tanks. With 80%
cooldown they are better than mages. I like assasins and Id like to use them as well, but its not
good when they are more efficent in job of other classes. Imo its better weaken them somehow
reasonably, than completly criple.
Hi.
I think, that nerf is reasonable, because in a few weeks if you will open this game, all
that you will see is comps from 6 assassins and 2 buffers. Problem of poison cloud is
not that it dmging on area. If you will make it single target ability, the problem will not be
solved. It doesnt matter, cuz this spell is don't need any of equipment. You can just max
it and deal 10% of opponent Hp every sec. Without anything. Sooooo...., if this spell will
be single target, all players, who overused assassing will dominating on a few seconds
longer, killing you full +20 tanks one by one. Because poison cloud don't care about
your geat. It make straight 5-15% of your hp. And that is the problem, which must be
solved.
Make it depended by gear, or smth like that. Cut its stats and buff warriors. Dark mages
and archers dont really need that buff.
All those who wrote that assassing shouldnt be nerf, just like to play meta and thats all.
They spend all their money on them. That is only their mistake.