
Idle Wizard





注意:这是我的第一篇攻略,所以我会分部分完成,或者慢慢进行,以确保一切都设置妥当。我患有注意力缺陷多动障碍(ADHD),所以有时内容可能会显得有些奇怪,这可能是原因所在。欢迎提出编辑建议,但请不要过于苛刻,比起严厉批评,鼓励更能让我学得更好。 注意事项: 从“植物学家”到“让我们烹饪”阶段,你只能使用T1职业。我在尝试“让我们烹饪”时才发现这一点,这让我进度落后了一些。 【宅男】 这是大多数人会完成的第一个成就,相当简单:在不完成任何探险的情况下达到1e400。我当时就是没打开探险标签。如果你在切换领域前正在进行探险,即使你还没解锁探险功能,游戏后台也会继续运行,这时该成就可能会失败。在切换领域前,请完成或放弃你的远征。你可以像刚开始一样进行操作,遵循第一次达到1e400时的相同路径,除了你已经完成的内容外,不需要额外的特殊操作,也无需进行远征。 纯粹理论 这就像“闭门造车”,如果你像我一样尽早进行,会花费更长时间,但它帮助我养成了一些对未来领域有益的好习惯,也让我不得不改掉一些坏习惯。这是对各种挑战类型的良好入门,能让你思考其他挑战的策略,而我很快就需要将这些策略付诸实践。 这是我在第二个领域完成的第二个成就,我的前两个领域是我完成第一个成就的地方。在那之后,我积累到了1。无法识别或无法翻译,已删除。


Updated for v1.57 ish. This guide is for all new players making their way to their first Realm! Includes my personal class recommendations (tempered by the general consensus of the Discord) for each major progression range within R0 (the time before your first realm). Contact @merpderpy in the Idle Wizard Discord (or in the discussion here) for any questions! I'm mostly just pasting from the wiki[idlewizard.wiki.gg] here, so there may be some problems with the formatting. I also can't promise I'll remember to update the guide here, but I'll do my best. What is this Guide For? This guide is meant to cover pretty much everything that isn’t covered in class guides. This includes general phases of the game, tips on how to approach things, which classes tend to be best in which ranges, and stuff like that. It is not something that will tell you play by play how to progress, but instead it will cover major additions to the gameplay loop, and things of that nature. If you’re unfamiliar with the Discord[discord.gg], then it may be worth going through even earlier sections you think you’ve already passed, as it may have valuable information that you’ve gotten by without, but would help you to progress significantly. There is a lot of information in this guide, and it’s okay if you don’t read all of it at once. I wouldn’t recommend reading too far beyond where you are, as seeing talk of features you don’t have unlocked yet can be overly confusing. It’s okay to take breaks and ask questions on the Discord (although if it’s answered in here, I can’t guarantee you won’t get a snarky response). This guide covers from when you start, to your first realm. This is an incredibly flexible phase of the game, and most things will work. You can get away with pretty much any T1 class from 0-e300 mysts, and all T2 classes will at least get you profit. It’s worth noting that, at least as of April 2024, most T1 class guides are severely out of date. It’s usually better to ask on the Discord than to follow them (at least in terms of item recommendations; the spell choices are usually at least passable). However, with the wiki migration, there is a push to update them, so this guide will be updated if that changes. Quick note: Which classes are best in which ranges is incredibly hard to evaluate, for various reasons. Most of the reason for this is that to go back to the same myst ranges, you need to realm, which gives you extra resources that make you stronger the next time around. It’s also not really feasible to calculate which is the best in a given range, because that involves factoring in every upgrade, and that’s just not something that’s really worth doing. This guide will give some options for each range, but it’s worth noting that it’s honestly mostly personal experience, and mileage may vary. Learning the Game: Phases and Exile Lengths Before we actually get started with progression, it's worth learning how this game generally works. I'm putting this section here because it's incredibly important, but if you haven't really started playing the game much yet, I would recommend playing for a good bit (probably get to e80 mysts, which is easy enough without this knowledge) to get a feel for the game and a few different classes. This game is divided into two prestige tiers: Exile and Realm. This guide covers up until your first Realm, which will reset your mysteries - the primary resource you get from Exile. Mysteries are milestone-based on the highest amount of mana you've reached this realm, scaling by a square root - to approximate your mystery amount from mana, subtract 12 from the exponent (number after the "e") of your mysteries, and then halve it. Within an exile, you are locked to one class, so you want to maximize the amount of mana you gain with that class. This means that we divide our exiles up into a few different "phases" - usually 3-5. These most universal phases are: Buildup: This is the vast majority of the exile. This varies the most by class, but always consists of stacking some combination of accumulated spells, augments, a class-specific resource, sometimes pet exp, and other things, depending on the class. Void Mana: This phase is where we maximize all of our void mana gain. We put on as much Void Mana per Entity gear as we can, and then use either Void Radiance or Voidterror (depending on class) to gain a lot of Void Mana all at once. This lasts for 1-5 minutes, usually, because VM decays, so it's not worth it to go for much longer than that. Burst: This phase is when we stack as many profit boosts as possible (usually 5 incantations and 1 evocation on the spell bar, but it depends). This lasts at most a minute, as it is only linear gains per time and VM decays.There are also some other phases that only certain classes do: "Snap": This is a very brief phase where we stack as much incantation efficiency as possible to "snapshot" the effect on certain spells. There are only a few incantations which do not update their incantation efficiency mid-cast (notably, Gem Resonance), so not every class does this. Pet Leveling: Some classes have the same pet for the whole exile (of T1s, Chronomancer is notable for this), so they don't need to level their pet actively. However, many others have to swap pets quickly between Buildup and Void Mana and Burst, so they may spend a few seconds (usually just the time it takes Idle Mode to activate) with Pet EXP bonuses to get a few extra levels on their pet. There also may be some that are specific to a single class only - for example, Umbramancer doesn't do a Void Mana phase (as it doesn't have any), and instead will spend some time stacking Umbral Rage as a sort of pseudo-snap phase. For things like that, refer to the individual class guides, or try and figure it out yourself. It's incredibly important to have a grasp on these phases, because doing them allows you to make a LOT more profit than you did before. These phases all occur within one exile, and are often repeated. For example, you may stay in Buildup for an hour, and then do VM+Burst (which probably takes about 2-3 minutes). You'll gain upgrades from your new mana, which may increase the amount of VM you could gain, as well as more profit, so it's often worth it to "reburst" by redoing VM+(Snap, if applicable)+Burst. Lengths of Exiles Exiles can be as long as you want or as short as you want. Generally, as you go higher in mysts, it'll take more and more time to make profit, but that gets offset by having more memories/splinters (which are not within the scope of this guide, strictly, but I mention them because this knowledge applies to the whole game). As a result, "optimal exile lengths" are incredibly variable and no one's going to be able to give you a solid answer for that class at that exact myst range. The real answer is just trial and error, bursting every once in a while to see how much profit you make. Again, as we learned in the previous section with phases, you sit in buildup for the length of the exile, and then vm+burst at the end for a couple minutes. If someone tells you to do an hour-long exile, that does not mean you should spend 20 minutes on the buildup set, 20 minutes on the vm set, and 20 minutes on burst. It should be more like 55m-1hr on buildup, and then 1-2 minutes on vm, and ~1 minute on burst. Shorter exiles are almost always better mysts per hour, but as you go up in mysts enough you won't get much profit from, for example, a 10 minute exile, so you have to go a bit longer. Then, you'll have to get longer again, and so on. On subsequent Realms, memories and splinters change when that happens, so again, it's not possible to give an answer to the question of "how long should my exile be?" Instead, you should simply try out different lengths of buildup, burst, and if it's not enough to gain significant profit (up to you how much that means, exactly), then go back to buildup for a longer period of time. Pre-Items: 0-e80 Mysts Native Freshfood: A Druid Introduction on the wiki will introduce you to the basic mechanics of the game and get you started on Druid. It is at least semi-recently updated, unlike most of the T1 guides. I would recommend following this guide to at least e30 mysts, although if you really don't like Druid you can switch off, of course. It's your game! Exiles in this section tend to be very short - 10-15 minutes or less. Challenges, Expeditions, and Trials This is just a brief aside on what to do with these mechanics when you unlock them. You will unlock Challenges at e12 mysts. You should be doing every challenge you can - they are all doable as soon as you unlock them, and they have very good rewards. Some are okay to put off (especially ones that only give skins), but they should all be completed before long. Secret Achievements[idlewizard.wiki.gg] are also important, although slightly less so than challenges. Some of them will give you upgrades that are permanently available that boost profits in one way or another, and they add up to be decently significant. Don't stress about doing these (ESPECIALLY the ones like Patience of the Dead or Dwarven Preparation or Tranquility, which require a certain amount of real time) right now, but if one looks easy enough to do, then do it. If it turns out to not be super doable, just wait for higher mysts and try again. Expeditions are incredibly important, for two reasons. They reward Catalysts and trophies (depending on the expedition stage, see the Data section of the Expeditions page on the wiki). Catalysts are quite weak at this stage of the game, but are still a nice profit boost; trophies, on the other hand, are incredibly important. Trophies are an item slot (you can wear 2 at a time), and the only way to get them is through expeditions. Due to this not being tied to Cdust, trophies will usually be legendary far before most other items, giving you another slot to enchant. If you don’t know what most of that means yet, don’t worry. Come back and read this section again after you get a bit further and unlock items. You should do the expedition stage that is closest to your expedition level, gradually moving up as you level up. You can just idle expeditions. Manual expeditions are faster per time, but just having idle expeditions on constantly in the background is more than enough. No one bothers to do manuals, really. Expedition stats do not matter if you idle. If you do choose to do manual expeditions, for trophies or otherwise, see Deck Building.Trials are also incredibly important, but not at this stage of the game. Runes generate very slowly (at base, 1 per 24 hours), and you can use one to start one of 5 types of trials. All trial types have their own rewards, but there’s two in particular you should be paying attention to at this point: Patience and Innovation. You should always have a Trial of Patience running, since it can reward you with another Rune and thus get you extra Trials completed. It takes 24 hours, so you should be able to set and forget. With any extra runes (i.e. if you have a rune, and you will generate another rune before your Trial of Patience runs out) you should do Trials of Innovation, because those reward Researches - another item slot that is independent of Cdust. Due to Runes being incredibly scarce early on, it will take a while (likely quite a few realms) to max your Researches. Don’t worry too much about it; just let it happen over time. Trial milestones boost various things, such as Cdust income, Edust income, Rune income, and a wide variety of other stats. They are important, but they reset on realm change, making it incredibly hard to get anything meaningful from them in early realms. Don’t focus on these, as they’re usually small bonuses for anything you can get at this stage, and just let them happen. Back to our regularly scheduled programming… Class RecommendationsThe druid guide runs out at around e50 (although you can continue using Druid past that if you like, or switch off earlier). Here are your other class options in this range. (formatting will be especially bad around here, oops) Demonologist: Use Hellstorm and other such unique spells to level Pets far beyond other classes! It is one of the only classes to really work at 0 mysts - an alternative to Druid, although weaker. It gets a massive boost when unlocking T2 pets at e60 mysts - it may even be the strongest class at e60-~e70 because it can be hard to use T2 pets on any other class at that point. It recently got pretty significantly buffed in terms of scaling, but I've yet to see how that actually affects this class's scaling beyond this range. Necromancer: Stack autoclicks and a few spells, and use Zombie to massively benefit from Idle Bonus/Character Ability Power effects. Necro is consistently one of the strongest T1s, ~e20-e300. I would recommend trying it at least once. Arcanist: Use Jas'Aham's Missile Storm to stack accumulated spells very high! Arca is incredibly good from the moment you unlock it. Once you can unlock JMS, Arca really hits its stride, and it is also incredibly simple. Highly recommended for new players. Voidmancer: Have extra spells that benefit from Void Mana, getting some very high numbers! You won't be able to unlock all of VM's most fun tools, like Void Elemental, right away. However, it still is one of the strongest options I've found for the ~e30-e100 range, and is very simple - just get more void mana! Prodigy: A souped-up Apprentice, with some extra spells to work with! Prodigy is very strong for ~0-e100 mysts as well. If you want simple, you've got it here. No matter what class you choose, you’ll still be able to make progress in this zone. We do generally encourage that new players play around with as many classes as possible, generally, as you need 2 hours of playtime on each T1 to unlock their respective T2s once you reach e300 mysts. You'll notice that I don't recommend pets with these classes; this is because pets often change within the run - often, T1 classes will use Voidterror to generate void mana, and then swap to a different pet for burst (Zombie, Hungerer, and Anima Construct are some of the more common ones, but it depends on class). To see what pets and spells (and later, gear) to use, refer to the wiki guides for these classes. Items: e80-e200 Mysts This phase of the game introduces Items, which are incredibly important to progression. Read one of my other guides, A Treatise on Items (only on the wiki, at least for now), to know how to approach them as a new player, and what to prioritize, as Crafting dust (Cdust) is a very limited resource. TLDR: Target slots for uniques plus a few other specific items. Here is a general idea of the classes that work best in this range: Umbramancer: Void Mana is replaced by Liquid Shadow, which funds new "Shadow Spells". Benefits from Offline Bonus while Idle mode is not active. Umbra becomes the single strongest T1 class in this entire range, and likely beyond it. It’s different than other classes, but it’s actually easier to play than many others once you understand the gist of it. It is incredibly good at short exiles, and can likely carry you all the way to e300 if you wish, although other classes may win when longer exiles are required. You should unlock this class as soon as possible. Arcanist, Necromancer: Already discussed in previous section. These classes come into their full power in this range, and are incredibly good options. Exorcist: Replaced Void Mana with Hallowed Clicks. Only class with a manual click burst! Exo is another very good short-exile class in this range. It tends to be a little weaker than Umbramancer, and has even weaker time scaling, but many people prefer it for not having as unique of mechanics and thus being simpler to learn. Still a strong option. Chronomancer: Use Wormhole to skip forwards in time and reap the rewards! Chrono is a class that starts "working smoothly" at around e120 mysts or so. It's tough to get Wormhole to loop properly (as it's very easy to run out of spell shards) before then, in my experience. It has pretty good time scaling, although it’s generally outpaced. It has pretty interesting mechanics, though, so it can be a fun class. This is still a range where the majority of classes can relatively easily make profit. Again, it’s recommended to try a bit of every class, because you’ll have to play 2h of each class in order to get their respective T2s unlocked. This is the range where classes start to require real phasing, though - you can't make much profit with your buildup set anymore (unless you're Umbra :p). Enchantments: e200-e300 Mysts You’ve now unlocked Enchantments. Nothing changes particularly much in terms of the main gameplay loop, although it’s even more important you use Unique items now than before. This phase of the game is rather slow, especially compared to before, so don’t feel discouraged if it feels like you need multi-hour exiles to gain many mysts at all. You're still making progress, I promise! Here’s our list of recommended classes in this range: Ironsoul: With three unique stances that you can freely swap between, IS stacks accumulated incantations and has many charge-based spells. IS is unlocked at e200 mysts, and is usually the best option in this range. It takes a while to unlock (about 5 hours to get the RoP casts), but it has incredible scaling for a T1, and is worth the trouble if you’re having trouble with other classes. If you’re doing fine with other classes, though, then I would recommend waiting until e260 mysts, when you can get Shadow-Scryer's Crystal Ball, which will speed up the unlock significantly. Alchemist: Has a unique "potion" mechanic to boost different things, as well as many unique spells that spend sources as well as spell shards. Alch is a viable option in this range. It’s often a bit weird to newer players, like Umbramancer, but it has incredible scaling for a T1, just like IS, and will get you to e300. Umbramancer: Already discussed above. Umbra is still incredibly powerful in this range, although it has much lower time scaling than IS or Alch, so if you feel like it’s too slow, consider changing to one of those classes instead. Arcanist, Necromancer: Already discussed above. These classes remain powerful! Generally less so than IS or Alch, but if you want to stick with them you absolutely can to great success. Abolisher: Locked into its unique Doppelganger pet, Abolisher focuses on spending as many spell shards as possible with Silence. Abolisher is a very strong class, starting at roughly e250 mysts (which is usually when you can unlock Silence), although it works before then as well (according to others. I haven't tried it personally). It scales off of the quality of your items, to some extent, so it often isn’t the best choice R0, but it is a beast when it gets going (although that quickly gets overshadowed by T2s, since it only starts really working so well this close to them). This is the range where you might start to feel real pain trying to force Demonologist or other weak classes to work, but they can all (probably) get you to e300 if you try hard enough. The above classes are certainly the best at it, though. T2 Classes: e300-e400 Mysts You’ve finally unlocked T2 classes! Get used to them, as they’re used for the rest of the game. Ascension forms are kind of T3 classes, but they’re more like additions to the base class than a wholly new class, so we consider them more T2.5 classes. T2 classes are all roughly balanced with each other. Some are still stronger at different points in progression, but they can all get all the way to the endgame. Each T2 also generally uses very different gear (see specific guides for what gear exactly), and since Cdust is so scarce, you’ll want to focus on one T2’s BiS gear, and fully upgrade all of it (piece by piece to legendary, not evenly spread upgrading, to maximize enchants). Different people have different tastes as to what T2 feels best or most fun to them, so the most important thing is to just try all of them. Do an exile or so on each, following their guide and setting up sets as best you can, and see which one you enjoy the most. Because T2 classes are more complicated than T1s, it's highly recommended you follow their class guides, found on the wiki. It can be easy to miss small optimizations, so they can help patch those holes. Here’s a general overview of each: Archon: A combination of Arcanist and Abolisher, Archon focuses on spending a bunch of spell shards and casting a bunch of spells. Archon is the most generally recommended T2 to start with. It’s often perceived as the simplest, as it doesn’t have any snap phases or pet swaps. It’s also consistently at the very least a good performer throughout all or most stages of the game, so if you want to stick with just one class, this is one of the better choices. Desolator: A combination of Umbramancer and Alchemist, it uses both LS and potions to great effect for big profits! Deso is probably the strongest T2 for R0. It does the best with low gear, and is also generally a pretty strong choice throughout the rest of the game. It’s the combination of Umbramancer and Alchemist (the two T1 classes that people most often are squeamish around due to unique mechanics), so people often shy away from Desolator too, but I promise it’s not that complicated. Heretic: A combination of Exorcist and Voidmancer, Heretic has both the strength of Hallowed Clicks and void mana! It gets some of the highest VM values in the game. Heretic is one of the strongest T2s in general. However, it does scale especially well on gear, due to having quite a few sets, which means it can be weaker than Deso or Archon in R0. Oni: A combination of Demonologist and Ironsoul, Oni reaches incredibly high pet levels and stacks a lot of incantations. Oni is a weird one - it only becomes better than IS, one of its requisite T1s, after e320 and unlocking the Offhand slot and getting Item Commissar's Torn Sleeve. After getting that, though, it is one of the strongest T2’s up until about e800 mysts, after which it falls behind due to other classes also getting all attribute perks, although it’s still good enough to progress. It's also perceived as very complicated, because the guide has many phases that can be overwhelming to read through, but it's not actually that complicated when you break it down. Shaman: A combination of Druid and Necromancer, Shaman stacks autoclicks, its 2 persistent spells, and even pet time (with its weapon, Heart of the Grave), and benefits massively from summon efficiency and idle bonus. Shaman is generally not recommended in R0, or early realms in general. It prefers longer exiles due to good time scaling, and also has the highest enchant scaling in the game. As a result, it has a low base, so on shorter exiles with low enchant levels (like in early realms), it falls behind significantly. Temporalist: A combination of Prodigy and Chronomancer, Temporalist skips a bunch of time and stacks a bunch of spells (notably, Prodigy's Quasi-incantation). Tempo is also generally not recommended in R0, for similar-ish reasons to Shaman. It has even better time scaling than Shaman, but also a worse base. It also has huge divisors on its character ability, meaning you need to hit a certain level of skipped time and CAP to make it scale properly. It also is just generally weaker than other classes until Ascensions, although once you reach e550 for T3 pets it can actually hold its own. Tips Before Your First Realm: e400 Mysts Before you enter R1, there are a few things to keep in mind. Ideally, you want to get 6.5e3 memories (mems) before realming. This is not a hard requirement, and if you are not already close to this amount, then don’t stretch your realm. This is for “Reclaimed Methods” - it takes this amount of mems to max it. Do not upgrade items immediately before realming. You’ll need to “forge” them back - you’ll see how it works exactly soon enough - and it takes longer to forge them the higher rarity they are. Make sure you’ve completed all challenges. The Legion is the final challenge, unlocked by completing every other challenge, and has an incredibly powerful reward - 1 extra enchant level on all equipped items for free. Challenges also do not reset on realm change, so you will get the attribute points and level reduction back as you reach the myst requirements for those challenges again. Something that will unlock post-R0 is Triumphs. There are two Triumphs that are particularly easy to do, and have relatively large rewards - Shut-in, and Pure Theory. These require you to reach e400 without doing any expeditions and without doing any trials or experiments, respectively. These are not difficult at all, and you likely won’t notice the difference if you don’t do them. However, if you have an expedition going when you realm, it will fail Shut-in as soon as it kills an enemy in the new realm (which it will do even before you unlock expeditions again). Thus, cancel any expeditions before you realm. I believe trials started before realm will not fail Pure Theory, but best not to risk it. As is a good habit in general, make sure to export your save before realm change, so you can go back if you mess something up. You likely won’t have many mems leftover, but anything left after maxing Reclaimed Methods should be put into profit. Generally, profit heritages are worse than Edust/catalysts, but this early on you don't have many mems left and the first couple levels of profit heritages are very cheap, and will help you climb back up much quicker. Consider a few levels in Edust, though - even just one more enchant level on each of your uniques (1.5x edust) is worth a lot more than 2x profit. As for Imprints (which use a separate currency, gained at the same rate as memories), you should focus everything into the Forge upgrades, splitting relatively evenly between Expanded Mind (slots) and Swift Recalling (speed). After that, it doesn't particularly matter right now (not that you'll have much left), so throw it into whatever you feel like/can afford. Other Various Things Of Note From this point on, refer to my Early Realms Progression Guide for similar advice moving forwards. However, there's a few more things I'd like to go over, as some general tips. Always make sure to export frequently! The game is under constant development, and there can be bugs that break things and could lose you a lot (or all) of your progress, however unlikely that is. Having an export every few days means you only lose a few days of progress instead of weeks or months. The recommended order of market purchases is Bat Hunter (40 relics) -> Auto Expeditions (40 relics) -> Bat Hunter Upgrade (20 relics) -> Auto Expeditions Upgrade (20 relics) -> Renowns 1-6 (a lot of relics) -> Gather boosters. DO NOT buy Dust packs, or Timewarps/Get-Mysteries. Dust packs aren't worth the cost - just get Gather boosters instead, if anything - and Timewarps/GMs can be obtained from the Rare Goodies experiment. Bat Hunter and Auto Expeditions are fairly obvious as to why they're good, I hope. Again, this guide is probably better viewed on the wiki, but I'm posting it here so that people don't have to go as far, since some people do check here first for a new game. Enjoy!


so this is not an optimised guide or a alchemist build just fyi this is for unlocking the alchemist class unlocking the alchemist this is for unlocking the class not a build for playing it (in fact the build is probably terrible for playing as an alchemist) prerequisites so you are going to need a few things and they are: - 500 stat points (more = better. but then im sure someone could probably do this with fewer stat points) - 1 e280 mystery (again more = better. same as above) - homunculus and simulacrum unlocked - void fiend and void terror unlocked - paragon level 21 (min) legacy 18 min (or 20 or so cause that exp boost helps) - nethershell (chest equipment) to unlock the alchemist you need: - to be an apprentice - level 67 min - cast 1.00 e4 spells this exile - 3.00 e3 crafting resources collected this exile - 3.50 e3 alchemy desks (+ red crystal boost. so if you have the red crystal boost at +10 on alchemy desk you will need to have 3510 desks) - hit at least 2.00 e10 void mana this exile sidenote: if you want to unlock "asap" adjust as nessicary (the min is roughlly when i unlocked alchemist but though as patches happen and so things can and will shift about so the min for when I did it may not be the min for when you can do ) stat distribution Intellegence: 100 Insight: 200 (you want the void boost of this stat) Spellcraft: 60 Wisdom: 0 Dominance: 0 Patience: 10 Mastery: 0 Empathy: 100 Versatility: 0 (locked till paragon 25 so just ignore this one) (this gives you 30 stat points for equipment requirements but you can dump them into empathy) to rank the stats I think you want essentially what you want is: 1. Insight (more the better because you want void mana as its a pain to gather) 2. what the sim and voidterror requires (sim boosts crafting dust generation and buys stuff for you, and terror generates void mana) 3. equipment requirements 4. empathy to boost the pets (since they will be doing most of the "heavy lifting") then just top off the stats as you can/want to The doing there are 2 parts to this not entirely sure the best way buy 1 alchemy desk then max buy alchemy desks and on to --- part 1: --- buy all the upgrades you can and equip the homunculus pet (upgrade it to the sim as soon you can) spells: magic missle, spell focus, empower, ritual of power, gem resonance/summon primal elemental (gem while you need spells cast), conjure manabeast all set to reckless casting equipment: anything, preferably something to boost your pet or evocation efficency and now the waiting game begins since the homunculus will eventually make all the alchemy desks since it only reproduces sources you have purchased this exile (once you have the required number of desks you can get the other stuff i don't think it has any effect) you want sim as soon as possible because it boosts rescource accumulation speed (sure its only 10% but its better then nothing) but once you have the required alchemy desks, spells cast, and crafting rescources its time for... --- part 2: --- now for the Void mana switch your pet to the voidfiend (and remmeber to upgrade it to void terror at your first chance unless you hit the required void mana) equip the nethershell (alongside any void boosting equipment you got pet boosting equipment is a secondary choice) spells: spell focus, conjure manabeast, void lure, void automaton, free tile x2 anything goes all set to reckless casting again its a waiting game though not nearly as long (this is where the 200 insight pays off) as the one to get all the crafting materials once your void mana hits the 2.00+ e10 point, your almost done just switch to alchemist and boom alchemist unlocked no need to run this trial again --- time needed: 1 day +/- (should take less then a day but then it all depends on how much attention you are paying to what is completed since this needs a lot of idle'ing) --- thank you and the comments will probably refine and optimise stuff. (but this guide should generally be accurate unless a major patch/content change happens that rewrites everything or at least the requisites for the class)


简短指南:若你尚未在Kongregate平台游玩过,只需按以下步骤操作: 1. 在Kongregate平台创建新存档。 2. 在Kongregate平台选择【导出存档】,并复制生成的字母数字代码。 3. 在Steam版《放置巫师》中选择【导入】。 4. 粘贴上述代码,按回车键。 5. 新存档生成后,点击【保存】。



入门基础指南与中期游戏建议 不知道该做什么? 游戏的基本目标是获取【奥秘】: 奥秘会使你的魔力收益(通过资源和点击获得的收益)翻倍。 开始前的建议(无重要性顺序): - 保留所有符文,直到解锁装备(巅峰等级8级)后再开始使用符文,它们会为你提供用于制作装备的粉末。尝试完成巅峰等级以解锁装备;因为装备非常重要,是额外的助力。 当你感觉卡关时,专注于解锁所有宠物(前7个最容易),并使用恶魔学者尽可能提升等级来获取成就。 最重要的宠物是【Spellhound】、【ArcanaWorg】、【Voidfiend】、【Pixie】。 挑战关卡难度较高,尤其是如果你对游戏不太了解或理解不深(但它们是必须完成的)。 记住,并非所有英雄都适合通过点击来游玩;驱魔师是一定要点击的。-在游戏初期充分利用双倍经验时间。 -可以跳过以节省大量时间的职业:恶魔(仅用于提升宠物等级和获取宠物等级相关成就)、死灵法师。当你拥有足够的神秘点数后,可以分别用它们来获取80级-100级的成就。 职业与宠物组合 【记住一旦选择职业就无法更改,所以如果你想要进阶职业,必须先以学徒身份游玩直到达到所需等级】 新手-魔像:用于解锁虚空法师 德鲁伊-小精灵(最基础的组合) 死灵法师与僵尸。 这就是本指南的全部内容,如果对你有帮助,我会为进阶玩家制作更详细的指南。 祝好。

Extensive guide from starting point to e120 mysteries. Introduction The following guide is not intended to be the optimal way to progress. It is only intended to give you an overview of one gameplay during the version 0.76c You can compare yourself to it. If you're slower than it, you're probably doing something wrong. If you're faster than it, nice for you! The guide is for the early part a copy-paste of The beginner's walkthrough in v0.60[www.kongregate.com] with few modifications to update it. Before you start reading this guide, one word of advice. Go to "settings" (the button at the bottom right of the screen), and switch your number display from "short" to "scientific". Through years of selective breeding we have removed everyone who understands "short numbers". If you don't get how scientific numbers work, ask. But please, don't use short numbers. Please. First run (length ~3 hours, starting mysteries 0, final mysteries e5) You arrive as an apprentice with nothing but your orb. Click on it until you can buy a mana gem and buy it. You will unlock the upgrade menu (Yay!). Keep clicking and buy the first upgrade : Double Clicks. Keep clicking. Check the cost of the upgrades that increases profits from your click, since most of your profits will come from clicks, it's more interesting to buy them instead of the sources (though of course, it's better to buy a source at 20 mana than sparing 30 000 mana for an upgrade). Keep alternating between buying upgrades/sources and clicking. You should soon reach level 3. Congratulations, you can now use a pet. The only one available currently is the Pixie. Take it. After that, you know what? Yes, keep clicking. Soon after you should be able to buy your first scroll from the upgrades (it costs 5000 mana). Set Magic Missile in, cast it whenever it's possible, and... Yep', keep clicking. When you get the second spell scroll, set Spell Focus, it will give you more shards to fuel your spells. The third spell scroll can be Void Lure. It will give you more oftenly void entities, and they are critical to make profits. Keep going like that, buying sources and upgrades slowly. At some point in time you should reach 50 Enchanted Trees. This in addition to a certain number of manual clicks (which you should have reached by now) will allow you to leave your basic Apprentice to become a powerful Druid! To do this, click on your character icon, and click on "change" right under the Class. The Druid is the second icon starting from the left, the first one being the apprentice. Upon changing into a Druid, you lose Magic Missile, you will however keep Spell Focus, and should still use it. If you can, use Woodland Creatures instead. If you can't, use Gem resonance. Keep clicking and buying sources and whatever, until you reach lvl 15. From this point on you must have Woodland Creatures (and Spell Focus) in your spell set. You can add the following spells in order, depending on how much spells you can use : Void Lure, Magical Weapon, Gem Resonance At this point you can stop clicking. You can still do it if you want to speed up a little the charging of Woodland Creatures but it's not required, your profits won't come from your clicking anymore. Cast Void Lure as soon as you can. Once Woodland Creatures is charged, wait for a void entity (the purple circle things appearing around your orb) to spawn gather it and then cast Woodland Creatures (might also cast MW and GR if they are charged). Upon reaching lvl 20 go back to the pet menu. If the Golem is unlocked, use every other pet unlocked and then switch to Golem. This will allow you to only to have to reach the level requirements to use the pet, and not the other conditions anymore. (and if the Golem is not unlocked keep with Pixie until it is unlocked) Nothing changes. Wait for WC (eh) to charge while spamming Spell Focus, spam Void Lure (well... cast it when you can), click a void entity, cast WC,MW,GR, buy upgrades, sources. Same as previously. Finally, you'll reach lvl 27. You'll need to have the new spell, Evergrowing Forest in your spellset. Which means your spellset must now be : Woodland Creatures, Evergrowing Forest and Void Lure (+Spell Focus + Magical Weapon if you have some place, which you should not). Now you want to have WC and EF charged, click a void entity, cast them (+MW if you have it set) and wait for it. After some time, you should unlock Guardian of the Canopies. Use it instead of Void Lure. After about 3 hours, you should be able to get e5 mysteries upon exile. You can do it, or wait for more mysteries. Second run (~1h30 starting mysteries e5, final mysteries e7) We exiled, and now we left the almighty Druid to go back with the level 1 Apprentice. This time you won't need to click too much. Click enough to buy the mana gem, and enjoy the mana flowing in. Buy sources and upgrades as they come. Use the Pixie upon reaching lvl 3. Cast Magic Missile. Enjoy your life. That is until Pixie reached lvl 20 and you get 50 Circles of Power. This time we won't go for Druid, but for the third class : The Demonologist. Once you switched for Demonologist, immediately switch Pixie to Daemon. Set Fireball in your spellset, and cast it all the time. Also use Void Lure when a second spot is available. Keep going on and on, buying upgrades and sources and NOT clicking the orb. Upon reaching lvl 28, you should unlock Empower. You should have a free slot, so put Empower there. Upon reaching lvl 31, you should unlock a new spell Summon Infernal Trasher. You should have a free spell slot, so put SIT there. You have Fireball (permanently casted), Void Lure (permanently casted) SIT (permanently casted) and Empower (NOT permanently casted). And Spell Focus should be somewhere there too. This time the combo is a bit different. Fireball and SIT will be used to level up your Daemon, while Empower will be used to power up your Daemon, who will in turn bring you profits. So wait for a void entity to appear, click it, cast Empower and wait. After 1h30, you should reach 10 millions mysteries. You can then exile. N.B : It is supposed that Druid is actually better than Demonologist. However you want to unlock all classes, so might as well use Demonologist right now. N.B 2 : This run has a high probability of being outdated and be longer/yield less mysteries. My own demo run was disappointing as I recall. It seems to have lasted 7h for about 15 millions mysteries. Third run (~2h, starting mysteries e7, final mysteries e10) This time, we're back to the Druid. Get Pixie as soon as you can, buy sources and upgrades and don't click the orb (except at the very beginning of the run). Upon reaching lvl 20, get the Golem instead of Pixie. Get the same spellset as the first run (WC, EF, VL + MW + Spell Focus) and do the exact same thing (spam void lure/Spell Focus, wait for void entity, and cast your spells). After 2 hours, you should have reached 10 billions, that is e10 mysteries. You may keep going, but I suggest to exile right then in order to unlock the Attributes! Fourth run (~12h (overnight) starting mysteries e10, final mysteries e14) This time, we're going for the fourth class, the Necromancer. Beware, due to the requirements, you will need to wait atleast 2h after the beginning of the run to unlock it. Since you reached e10 mysteries, you will now earn attribute points every so often. These attribute points can be reseted ONCE inside a run (further resets will require you to pay them in the market), and freely with each exile. For this run, you will spend 25 of them in insight (you'll be able to get 25 points during the run, don't worry) and the rest in patience Set up the same as usual, buy sources, buy upgrades, don't click the orb, take Pixie, spam Magic Missile, Spell Focus and Void Lure Once you get Empower, start doing small combos. Empower + Magic missile, after having clicked a void entity (as usual). That means that you must stop the spamming of MM. Obviously. (You can still set it on careful autocast, while spamming spell focus) Wait until you unlock the Necromancer, then switch to it. At this moment, you may go offline. If you still want to play, insert Animate Skeletal Minions in the previous combo. No matter whether you go offline or stay online, switch to Golem. Keep firing the combo every time you can (that is : Have Empower, ASM charged, clicking a void entity, casting the spells and using MM) After these 12 hours, you should be able to reach 4e14 mysteries. Upon exiling, reset your attribute points. N.B : This run is highly likely to be outdated and may yield less mysteries/take longer. Fifth run (~2h, starting mysteries e14, final mysteries e17) This time we we'll unlock the fifth class : The Arcanist. Yup', we're speeding up these unlocks, because we're not losers! Spend 25 points in Insight and the excess in patience (If I remember correctly, you shouldn't have 50 points yet. If I were wrong, and you already have 50+ points, spend 25 in Insight, 25 in Intelligence and the excess in patience). Start the usual build up, except this time you'll use Spellhound when he is unlocked. Cast MM, Gem resonance, a summon (probably Greater Elemental) and Void Lure. Click void entities and everything, and keep spamming these spells. You can try to use Empower combos to make a bit of mana, but keep in mind that Spellhound does't boost profits, so it won't be terribly effective. The most important thing is to spam spells in order to unlock the Arcanist as fast as possible. Once you unlock the Arcanist switch out Spellhound for Golem. As usual, the goal is to use all your boosting spells after clicking a void entity, and cast a lot of evocation. Here, you may want to use Spellstaff of Chamaon coupled with Greater/Primal Elemental to give you some shards to fuel Ritual of Power/Karnaphen Spellshroud/Lightning bolt. Within two hours (including unlock), you should be able to reach 3e17 mysts. N.B : This run may be a bit outdated. I believe I actually made greater profits (e13->e19) in the same time in the current version (0.76). But I might be mistaken. Challenges #1 Here we are going to make a small pause. You supposedly have unlocked challenge by now, if you didn't before. Challenge give interesting bonuses so, I recommend you do them. Here is a quick guide to how I did them : Slavedriver : (3h47) full wisdom build Just spam the XP spells. Like the first time : (10 minutes) 25 ins, rest patience with Homunculus. Just click a bit, buy sources, and do almost the same as first run except you stay an apprentice. Like The first Time 2 : (20 minutes) Same as above. Like The First Time 3 : (~1h but I got a good bat. It's safer to assume 1h30) Same above, except you use Homunculus at first and then Golem when you can Vision of the future : (4h) Full wisdom In Vision of the Future, you wish to cast Ley Overdrive. Except Ley Overdrive requires level 100 (or 101, whatever), and that means a lot of XP. Like way much than you are able to get in your normal runs. The XP formula is available on the wiki. There are 5 components to it : (also the first two are linked) -Total mana earned this run. -Number of sources currently built this run (this means that Hungerer and Alchemist's spells reduce your XP by the way). -Number of clicks and autoclicks this run. -Number of spells cast this run. -Number of void entities gathered this run. Each component has diminishing returns and multiply with each other. Meaning casting 100 000 spells and having 0 clicks is much much much less efficient than 10 000 spells and 10 000 clicks. The diminishing returns are especially hard on mana earned this run. Say you earn e120 mana without comboing and e135 with comboing, you increase your XP by....12.5%. Sure it's great and you should combo once. But if you combo again and go from e135 to e137, you will increase it by.. less than 2%. (+The XP earned from buying additional sources, but it's usually not THAT much) What does that mean? Do NOT bother earning mana. As I said, combo once. Come back to combo time a bit later in the run if you REALLY want it, but most of the time must be spent doing the "build up" part. Clicks also suffer from heavy diminishing returns, but they're still much better than spamming combos. And anyway you will have spell slots for them. Spells are a very good source of XP. So spamming them is a good idea. But the best source of XP comes from void entities. So all in all Vision of the Future can be summed up as "Get as many void entities, spells, clicks as fast you can until you can cast Ley Overdrive (and combo once or twice in the game)". "Woh that's nice. but what do I do then?" -You combo once using True Sorcery, Primal Power, Gem resonance, Alter the Laws and K3L-PH10R black beam, with golem as a pet. -You switch to Void Lure, Void Automaton (or KBB if you stay in front of the game to click void entities), Primal Elemental, Greater Elemental, True Sorcery, Magic Missile, with spellhound as a pet. And you reckless autocast everything (except True Sorcery. You can autocast it, but it's not needed, it's here for the passive increase to XP). -You wait until you reach the desired level. Handmade forest : (25 minutes) 25 insight 49 patience. It's a lot like LtfT. Except you're a Druid. handmade forest 2 : (22 minutes) Same as above Idle Beginning : (30 minutes?) Same as Like the First Time, except you can't click to kickstart the challenge. If you can elect to do LtfT and Handmade forest before slavedriver, I do not recommend it. As for VotF I HIGHLY recommend you to do it AFTER slavedriver. If you don't, it will be very longer. Once all these challenges are done, you will go back to making normal runs. Sixth run (~6-14h, starting mysteries e17, final mysteries e21) Before starting the proper run, you will need to do a very quick run to reset your attributes. We will unlock the Prodigy, the sixth class this run, because we don't joke around. First of all this run has been made under particular circumstances. It was originally made normally, however the Prodigy was too strong (even more than the live version 0.6). Therefore a back-up save was used. It had for effect to increase my time played. It did power my Golem, however it did not power the Prodigy (as it wasn't used at the moment the save was made). Technically the run lasted 14 hours. However in pratice it lasted about 6 hours. 4 hours to unlock the Prodigy and about 2 hours to use it. As for how this run goes, you can consider the Prodigy as a Super-Apprentice. You will spend 25 points in Intelligence and Insight, and the rest in Patience. You do the usual build up with Apprentice-Golem, and when you can you switch to Prodigy. Once that's done, you wait (while casting Spell Focus) to get your boosting spells ready(Gem Resonance, then you add Alter the Laws then Primal Power, when you unlock each of them), and as usual, you click one or two void entities, cast your boosting spells, and cast your Kelphior's Black Beam (a more powerful version of Magic Missile). Again, and again, and again, and again. At the end of the 6-14h run you should reach 6e21 mysteries. Challenges #2 Challenges #2 Time for new challenges : Active Necromancer: (30 minutes.) Normal run : Just play normally to reach ASM and reckless cast it. Can be accelerated with full wisdom. (down to about 20 minutes) Spellsources : (30 minutes) Full Wisdom. Just spam all the shortest duration spells. 7th, 8th and 9th runs (1h30 x2 + 14h over night, starting mysteries e21, final mysteries e35) The seventh run : (1h30) Prodigy run, similar to the sixth run, except you do not wait 4 hours to become Prodigy. You'll reach 4e26 mysts. The eigth run : (1h30) Same as 7th run, except you will spend 25 points in intelligence, 25 points in insight and up to 50 points in Spellcraft (if you don't have 100 points while starting the run, do not worry, you will get the points during the build up), and excess in patience. You'll reach 1,8e30 mysteries. The Ninth run : (14h overnight) Similar to the eigth run. You should unlock True Sorcery this run. Use it once or twice in a combo to get a bit more mysts. You'll reach 4,08e35 mysteries. Upon exiling reset your attributes 10th and 11th runs (~2h30, starting mysteries e35, final mysteries e40) The 10th run will unlock Voidmancer, while the 11th will make use of it. For the 10th run, spend every attribute point in empathy. Upon starting the run, click without buying any mana sources. Buy the first two upgrades for clicks, take the pixie whenever you can, and keep clicking until you can buy your first spell scroll. Cast Gem resonance, buy rifts and switch your pet to homunculus. Until you get the 800 rifts required for Voidmancer, do NOT buy any other sources. While your Homunculus slowly build your rifts, cast some MM to get a bit of mana to speed up a little, and spam void lure. You need these void entities! A summon as third spell and empower as fourth spell to respectively earn a bit of XP and make small combos to speed up even more your rifts are good boons. You should be able to buy about 600 rifts. Once it's done take off all spells, and cast 50 Void Lure. In about four-five hours (mostly due to void lure), you should be done with the 50 void lure, the 800 rifts and the 50 void entities. Unlock the Devourer, unlock the Voidmancer and switch to the Voidfiend (you should have already unlocked the voidfiend, if you did not, take the Golem until you unlock the Voidfiend). Then you can exile and start the 11th run. For this 11th run, you will take 25 ins, 25 int, 50 SC and the rest in patience, as usual. Start the run as usual. Once you switched to voidmancer, buy all the sources you can, as usual. Cast Void Prison and Winged Night, while carefully casting Ritual of Power and Void Bolt (while permanently casting Spell Focus, as usual) Click the first void entity you get and afterwards don't click them anymore (unless you need them to level up to Winged Night's level) Once Winged Night start being cast, your Voidfiend will quickly gain levels. You can make your first combo at that time. (i.e : You cast all your stacks of Voidbolt with one cats of RoP, instead of just letting them on careful autocast) If you have free spell slots (you should) add the best summon you have (it should be primal elemental) Once you reach lvl 79, add Ebon Trucheon to the combo. You'll reach 2e40 mysteries. Challenges #3 Time for some more challenges. Yay. Truest of Sorceries : (10 minutes) full wisdom build and spellhound Spamming spells (MM, Greater Elemental, Void Lure, Primal Elemental, KBB, Alter the Laws) will help you rise fast in level. Once you reached lvl 62 switch out MM for Primal Power, and Spellhound for Golem. And let's start to make some combo. [Maybe not optimal, it might be better to keep spamming the same spells with Hound] Once you get lvl 69, cast TS. Truest of Sorceries II : (10 minutes) Same as above. Bad Bargain : (10 minutes): Full SpellCraft. Start by buying as much sources as you can, and casting LB Once you reach lvl 45, put SS on the spell bar alone, and wait for it to charge. Once it is charged, cast it, set LB in spell bar, and start clicking the orb. Click the void entities, buy sources, and cast spell until your reach lvl 57. Then keep only LB, SS and Karnaphen's Spellshroud in the spell slot, set them in reckless autocast and click until challenge is over. Voidmaniac : (10 minutes) Full Insight (can probably be sped up with a bit of wisdom). Buy sources and upgrades as usual. Get Voidfiend, cast MM. Cast Void Prison as soon as you can, click all the void entities you see. Lean Mean Shard Machine : (55 minutes) 100 Spellcraft, 25 insight, excess patience. Start as usual (buying sources/upgrades...) take the zombie, set up Lightning Bolt and Greater Elemental in the spell bar as soon as you can. Once Greater Elemental is cast, add Spellstaff of Chamaon to the bar. Once SS is cast, add Ritual of Power, magic Missile and Primal Elemental to the spell bar. Set everything on Reckless and wait. At about 40 minutes, your shards should catch up to the time. 12th and 13th runs (45 min + 1h, starting mysteries e40, final mysteries e49) 25 int, 25 ins, 75 SC, excess patience. Same as 11th run. You'll end up at e45 mysteries for 12th and e49 mysteries for 13th. Challenges #4 Let's go back to do some challenges, starting with : Void Milking : (~30 minutes) 100 insight, 50 Wisdom Void Lure, Void radiance, Mana beast and Voidfiend. Click entities until you can cast Void radiance. Cast it when a void entity appear, and wait. If Void radiance ends before you can recast it, click the void entities and wait again. Once you have clicked 9 void entities, just cast void radiance, void lure and mana beast and wait Places of Power : (2h? I forgot to write it down) Full wisdom Just set Gem resonance and Ritual of Power on reckless autocast, check once in a while if you can buy new sources/upgrades. It's easy. Places of Power 2 : (4h? Was afk) Full wisdom Progressively set all summon spells on reckless with Ritual of Power on reckless too. Some of your casts of Ritual of Power will be wasted, but that doesn't matter. You can of course do it yourself to make sure you don't waste any casts, but it's too much pain for too litle gain in my opinion. As for the first, check once in a while if you can buy new sources/upgrades. Infernal Crops : 3h43 25 Empathy, rest Wisdom It can (probably) be sped up by not using wisdom but instead 100 SC, 25 insight and excess patience. Use Demon to reach lvl 70, then switch to spellhound. Before reaching lvl 81, keep void lure and void automaton in the spell bar. Once you're 81, switch them for Hellrage and Goblet of Fire. Wait until the total pet XP (you can see it in the stats menu NOT on the pet icon) is 5e11 or above. Infernal Crops 2 : (8h, was afk so 6h is probably enough) 25 empathy, rest wisdom. Same as above, except pet XP must be 1e12. These Will Suffice I and II Extremely easy. You can only fail by missclicking "buy all". If you cannot succeed on these challenges by your own, I strongly suggest you restart the game from scratch to learn how to play. These Will Suffice III was done thanks to a bug. (~45 minutes) I had 125 wisdom, 25 insight and excess in patience. 75 wisdom, 25 insight and 50 spellcraft might be better. You buy one or two spellslots (I did one, but two might be better), a +3 Shards per second upgrade, Probabilities Manipulation, and you buy as much of the upgrades increasing your overall profits depending on the number of Rifts, Circle of Power etc... as you can. The goal is to reach lvl 60, to cast Winged Night with a Voidfiend on. If you have two spellslots, permanently cast Winged Night and cast some Void Bolts whenever a void entities pop on screen. If you only have one, replace Winged Night with Void Bolts when you have enough void mana and wait for a void entity to spawn. Cast Winged Night whenever your void mana is too low. 14th run (~1h30, starting mysteries e49, final mysteries e52) 25 int/ins, 100 SC, excess patience You will start some Persistent casting. Take the Prodigy, the spellhound, and make your way up to lvl 68. Set Void Lure, Void Automaton, Greater and Primal Elemental, True Sorcery on reckless and charge up Alter the Laws, Primal Power and Black Beam. Once the three last spells are charged, keep one charge of TS to cast a combo (it allowed me to reach upgrades increasing my shards production, to speed up the casting of TS). Charge back the three spells, and set TS on reckless autocast again with the two elementals, and wait for it to be cast. You can still do occasional combos if you wish, but it's not really worth it. It's better to spam TS to have a bit more casts when you will switch to a production pet. Once you reach 70 TS cast, do some combos (Primal Power, Alter the Laws, Gem resonance, true Sorcery, 4 KBB. And of course you need a bit of void mana before starting!). You should be able to reach 2e49 mysteries earned this run with two or three combos. Charge back your spells, switch back to Automaton + Elementals, and switch to Voidfiend. You will do your finals combos soon. While your voidfiend is leveling, put TS on careful autocast to not waste shards nor time. Lvl 54 for the voidfiend should be good enough. Of course you can make it go higher. Start casting your combo, wait for the black beam to charge back and cast again, until you use up the charges of all Incantation. You should reach 1e52 mysteries Voidmancer era and challenges (~2 online days, starting mysteries e52, final mysteries e80) From e52 mysteries to e60 mysteries, keep the voidmancer runs going as per the previous runs. Once you reach e60 mysteries, start a Demonologist run with 75 empathy and the rest in wisdom, and get all pet levels achievement (except the lvl 120 devourer which is kinda difficult since the devourer has the sad tendency to eat your shards and prevent you from casting spells). To do that, you will just perma-cast Fireball, Summon Infernal Trasher, Unclean Knowledge and Spell Focus. And then switch from pet to pet. You probably didn't unlock Interrogator yet, so take advantage of this looooong Demo run to unlock it. With all the pet levels achievement, you should have been able to unlock Paragon 4 and at the same time Paragon 5. If it's not enough, start a run with every class starting from Druid and level it up to 80. If it's still not enough, do a Prodigy run to get as much sources achievement as you can. If it's still not enough.... Come on what the hell have you been doing all this time? Unlock some random achieves or something. Once it is done, you can go back to your Voidmancer runs, but with a twist. You will spend 75 points in insight, and will use Void Terror instead of Voidfiend. That's the only difference. Which means (depending on your amount of attributes) : 25 int, 75 ins, 50 (or 100 or 125 or 150 or 175) Spellcraft and excess patience Keep these voidmancers run going until e72 mysteries (or you get fed up with them). Then it will be time for...... Challenges o/. Yay. First of them will be the Full Power Alchemist series. These one are easy, spend all your points in empathy, switch to Demonologist as soon as you can, and wait while casting spells or whatever. I didn't look at the time, but it should be about 30 minutes for the first one, 15 for the second one and 10 for the third one. Next, Upgrademeister : 25 insight, 100 SC and excess in patience. Start by buying every upgrade who does NOT increase click profit, autoclick profit, crit profit, crit chance, summon duration or crit rating. All the rest is fair game. Buy all of them. Then, start setting your spells. You want empower, ritual of Power, Magic Missile, Void Lure. Maybe a summon or two if you have the spell slots for Wait for a void entity to appear, click it, click the most expensive upgrade you have left, cast a combo. Buy all the upgrades increasing profit (so once again, not click, autoclick....), rinse and repeat. If you feel bored and don't care about a little risk, you can leave less upgrades (for example only leaving crit chance upgrades and buying the rest) to go faster. Be careful to not buy too much of them or you might be unable to finish though. Vision of the Future II : Full wisdom. Level up (like for Vision of the Future 1 : Maximize void entities, spell casts and clicks/autoclicks) until you get both time distortion and stabilize the flow. Spam singularity beam and time distortion and cast stabilize the flow whenever your time distortion is over 9. It's rather quick and easy. Unstable Curse : 75 empathy, 100 insight and rest in wisdom. Spam magic Missile or spell focus until you get the spells that will help you. Use Voidfiend to get your voidmana and pet level. The more "difficult" is the number of autoclicks. Unstable Curse II: Same as before, except you can't choose your pet, so when you get Voidfiend/terror, just wait for it to give you your void mana before going back to spamming spells. Unstable Curse III : Same as before. Blind Wizard : I'm not sure you can unlock this challenge and its sequel by just doing voidmancer runs. If you can't, do a prodigy run with 175 mastery and rest in wisdom with spellhound, spam true Sorcery and XP earning actions, and unlock it. Once it's unlocked, keep the same 175 mastery/rest wisdom, and just do whatever you can to increase your XP. Blind Wizard 2 Same as before, both for unlock and to win it. Holy Wrath : You need to unlock exorcist, which shouldn't be really difficult at this point. Your attributes could be 175 mastery/rest in wisdom. It's the same idea as vision of the future, except you don't have void entities as XP source. You can earn one excess Hallowed Click to help you, or you can tough it up and just get a lot of autoclicks/spells/sources/mana earned. Wizard Squad : Don't get spellcraft (or no more than 24). Don't buy summon duration upgrades (atleast until you finished demonologist). And just cast the required spells. Wizard Squad II Same as before. Insatiable Hunger : 175 mastery. Cast some magic missile/spell focus, click a little on the orb, buy whatever you can. It should be rather short. Insatiable Hunger II : Same as before. Excommunicated : Do a normal Exorcist run (invest your points in insight, spellcraft and dominance as you please and use the spells to get profits). Should be rather fast. Once all this is done, you can go back to Voidmancer runs until e80 mysteries. Then you can do : Vision of the Future III : 175 mastery, rest in wisdom. Cast wormhole, singularity beam, mana beast, synthetic entity until you reach time helix, cast it, and start again, and again. No rest for the Wicked : Choose Prodigy, do some combos as needed, buy the buildings. And thus ends the Voidmancer era. Prodigy/Worg (~3 online days, e80 mysteries -> e120 mysteries) You may have gotten bored of Voidmancer and his slow runs where you don't have a satisfying BIG BURST, but just some lame accumulation of Voidbolt cast. If you haven't.... Woh, you're weird. Anyway, that's why Prodigy/worg exists. The attributes are 25 ins, 25 int, 100-150-175 SC and rest in patience. Once you have 50 patience, increase to 75 ins. Once you have 50 patience again, increase to 125 ins. Use Primal Elemental, Spell Focus, Void Lure, Void Automaton, True Sorcery and Ley Overdrive with spellhound until you can replace spellhound by Arcanaworg and Primal Elemental by ManaBeast. Give some time for Arcanaworg to level (15-30 minutes is plenty). Replace void automaton by void radiance, and gather void mana. Replace all your spells by LO, TS, PP, ATL, GR and KBB. Reckless everything, leave for a few minutes. Exile. Do it all over again. Once you reached e120 mysteries, stop it. You can keep rushing for mysteries, be it with Prodigy/worg or another class, but it's a bad idea to do so. If you look at the Paragons coming up, you'll see that you are heavily limited by Paragons requiring items of certain quality. It's obvious with simple maths to realize that if you keep rushing at the same rythm, you will be locked by these Paragons levels, and it will be really frustrating. Instead, it's better to start focusing on getting items and improving them. But how? You can't ACTIVELY speed up dust gathering. So what? You stop the game for a few weeks, just coming to gather dust once a day? Nope. First thing is to do... some challenges o/. Transmutation Effect series Just buy everything you can, wait a bit if you can't buy it all. Pet Cemetery series 75 empathy, the rest doesn't really matter. Just do the special action to get more XP in addition to normal ways of earning pet XP. Exam Just spam all the spells in whatever order you want. (175 wisdom and no spellcraft/summoning duration upgrades is a good idea). Time Acceleration Full wisdom and 75 empathy. Spam wormhole, SB and use Pixie. Critical Rush Use 175 mastery + full wisdom, play as Prodigy, use all XP sources to maximize level (don't forget to equip true Sorcery). experiment with anomaly Equip true Sorcery, 175 mastery, and use all XP sources. Experiment with anomaly II 75 empathy, spellhound, and spam your costly spells (True Sorcery, Primal Power...). Experiment with anomaly III Quite long (several hours). Just spam all the short duration spells with max wisdom. Experiment with anomaly IV Very long if you don't have : -Rules of Nature challenges done -Shadow Stalker or Ebonsand Behemoth unlocked -High amount of evocation efficiency. But if you want to do it, get 175 patience, spam void lure, automaton and synthetic entity. Exam II Same as Exam. Lean Mean Shard Machine II 175 SC, no wisdom. Spam Spellstaff, Lightning Bolt, JMS and three summons. At some point in time you should have unlocked Chronomancer. You can thus do : Places of Power III Full wisdom, spam time distortion, singularity beam and RoP. Okay, you've done all these challenges, but that's still not much dust. Now is the time to hunt secret achievements. You don't want random secret achievements, you want those that eat a lot of time and don't require much activity. Those are : Dwarven Preparations Tranquility Patience of the Dead All the Persistent achievements. All these achievements can easily be done while using Simulacrum (which boosts dust production), and take copious amount of time (Patience of the Dead alone is 7 days), which will give you a big amount of dust. Remember to also do your trials (be it the trial of Skill or the trial of Vision) to accumulate dust. Well not as much "accumulate" as "spend to get all the available items", but eh. And for now the guide ends, as I'm currently in the middle of Patience of the Dead.





















