Library Of Ruina

Library Of Ruina

90 ratings
Archetypes
By Bravo
An attempt to list all of the most prominent Key Page+Deck build Archetypes that are present in the Library of Ruina.
2
   
Award
Favorite
Favorited
Unfavorite
What are archetypes?
In the context of this guide an archetype is a model that includes passives and cards which are related to each other by a common mechanic. Said mechanic is represented within the name of the archetype and cannot play the same defining role for any other distinct archetype. An archetype is worth mentioning if one can reasonably assume that it could serve as a viable base for a series of functional builds or if the developer assumed so.

Important points
* Presented decks are intended as a showcase only.
* Since even a single card or a passive can create a connection between archetypes - some potential connections may be missing or omitted.
* Since some key pages are limitted in number, while being a mandatory resource in several archetypes - where possible, an effective utilization is assumed that allows for the most possible amount of archetypes to coexist.
* Singular Object D'art pages do not constitute for or factor in different archetype classifications.

Floor
Lists how many builds can benefit from Abnormality or EGO page effects on a particular floor
Key pages
Lists either related and potentially viable pages that could be used as a base for a build of the archetype or effectively mandatory passive attribution materials
Limits
Describes how many effective builds of the archetype can be made;
S - means soft as in soft cap, where xS would mean that x is the number of the most effective simultaniously existing builds that can be made, with every other past that lacking in some way while still being somewhat viable;
H - means hard as in hard cap, where xH would mean that making more than x builds would be unreasonable if not impossible
Introduction
Describes the reception which on completion would allow for making at least a somewhat viable build of the archetype considering the in game progression
Realization
Describes the point of peak effectiveness for the archetype, with any consecutive improvements being marginal at best

Archetype chart
Primary
Singleton
Non-Singleton (Copy)
Once available becomes the default base archetype for most builds.
Provides a massive boost to resource economy and, with proper care, enchances deck versatility.
You are forced into this archetype until Singleton becomes available.
Later on transforms into a prerequisite archetype for building around effects that trigger from having more than a single instance of a card.
Offensive
Pierce
Feats: +3 on Pierce rolls,
Potentially able to reach even higher Power boost.
Drawbacks: Weakens other Offensive Dice types,
Core Key Pages have -1 in total Resistances.
Floor
Allen - History;
1 - Technology, Art, N.Sciences
Limits
5S, 9H
Key pages
Wedge office, Night Awls
Introduction
4, II.3 Wedge Office
Realization
6, I.G Night Awls

Slash
Feats: +1 on Slash Dice rolls,
Potentially inflict Bleed,
Core Key pages have extra perks.
Drawbacks: Relatively weak boost,
Most commonly resisted damage type,
Core key pages have -1 in total resistances.
Floor
1 - Literature
Limits
3S, 4H
Key pages
Sayo, Kim
Introduction
4, II.1 Kurokumo Clan



Blunt
Feats: +3 on Blunt Dice rolls for cards with 3+ Light cost,
Potentially inflict Fragile.
Drawbacks: Counter Dice don't get the full benefit,
Card choice is relatively limited,
Core Key Pages have -1 in total Resistances
with HP as an Endured Resistance.
Floor
1 - Literature, Art, Philosophy
Limits
3S, 7H
Key pages
Emma, Puppets
Introduction
5, I.4 Puppets
Realization
Continuous



Ranged
Feats: Turn order priority,
Immunity to Counter Dice effects (except Evade) on Clash lost.
Drawbacks: 1 strong Offensive Dice counters your entire Card,
Is not a self sufficient Archetype (no Light or Card replenishment options),
Core Key Pages have -1 in total Resistances
With HP as an Endured Resistance.
Limits
3S, 4H
Key pages
Rabbit team, Katriel, Binah
Realization
6, II.4 RRR

Note: This archetype only makes sense post RRR.

Locked Blade
Feats: +1 to Dice Power,
Pocket EGO page cards,
Matching resistances.
Drawbacks: Jack of many traits – specialist of none,
A lot of individual variation.
Limits
3H
Key pages
Index Proxies
Introduction
6, II.1 Index Proxies



Prescript






Feats: Potentially reaching +2 Offensive Dice Power
For 75% the Passive cost.
Drawbacks: RNG is always a factor,
Impossible to utilize fully without handicapping yourself.
Floor
The Purple Tear - Literature
Limits
4H
Key pages
Index Proselytes, The Purple Tear
Introduction
5, II.1 Index Proselytes
Realization
6, III.2 The Purple Tear

Defensive
Evade







Feats: +3.125 on Evade rolls,
+ some block power,
Potential for regular Evade Dice to transfrom into viable Counter Dice
[REDACTED],
Stupid high dice power with 5xCombat Preparation.
Drawbacks: The archetype shares deficit key resources with 2 other archetypes,
Core Key Page has -1 in total Resistances
With SR as an Endured Resistance,
-4 in passive economy,
Disbalanced strength.
Floor
1-Block - N.Sciences, General;
1 - Philosophy
Limits
3S, 6H
Key pages
Yun, Walter, Eri, Church of gear worshippers, Rhino team
Introduction
1, II.1.III Yun’s Office
Realization
6, II.1 The Blue Reverbation


Block
Feats: +1.375 (potentially +2.375) on Block rolls,
Potentially better action economy through the best Counter Card in the game,
Stupid high dice power with 5xCombat Preparation.
Drawbacks: Deficit key resource shared with the Evade archetype.
Floor
1-Evade - N.Sciences, General;
1 - Literature
Limits
WalterS, EriH
Key pages
Eri, Walter, Sweepers, Rhino team
Introduction
1, II.1.III Yun’s Office
Realization
6, III.2 The Purple Tear


Protection
Feats: Saving more HP than HP recovery could ever replenish.
Drawbacks: Too passive,
Does not affect stagger damage,
Related Combat Cards are weak.

Floor
3 to 5 Art;
(3or4)*Tank - History, Philosophy
Key pages
Rhino team, The Udjat, Kalo, Boris, Ensemble, Dong-Hwan
Introduction
1, II.1.III Yun’s Office
Realization
6, I.G The Udjat






Recovery






Feats: Can make some of the other archetypes viable.
Drawbacks: Bad scaling with progression,
On clash lost HP recovery Cards lose you more than they can replenish,
Stagger recovery Cards are inferior to good evade ones.
Limits
4S
Key pages
Jack, Mika, Zwei Fixer, Sweepers, Boris
Introduction
2, I.1 Pierre’s Bistro
Realization
5, I.1 Sweepers


Tank







Feats: Ability to consistently pull all of the agro to self.
Drawbacks: Is "putting all eggs in one basket" kind of a deal,
May rely on an RNG dependant setup before pulling agro
Which is not possible in multiple act receptions.
Floor
1 - Literature, Philosophy
Limits
2H
Key pages
Maxim, Tanya, Nemo, Kim, Oscar
Introduction
6, I.4 Cane Office
Realization
6, III.2 The Purple Tear
Charge
Skip Turn
Feats: 2x the light restoration,
+1 Dice Power,
1.5x the natural page draw.
Drawbacks: Almost halves the action economy,
Requires prior info on receptions,
Core Key Pages have -1 in total Resistances,
Likely -4 in passive economy.
Floor
1 – S. Sciences;
1-4 – Floor of Art
Limits
3S, 4H
Key pages
Gyeong-mi, Lesti, Bayard's Office
Introduction
5, II.4 WARP Cleanup Crew
Realization
6, II.G Bayard





Charge -> Release

Feats: Decent charge exclusive cards.
Drawbacks: Requires a setup to do basic things,
Core Key Pages have -1 in total Resistances
With HP as an Endured Resistance.
Limits
7H
Key pages
Cane Office
Introduction
5, II.4 WARP Cleanup Crew
Realization
6, I.4 Cane Office






Charge Hold
Feats: Bigger charge pool for basic actions,
Bonuses with Charge above the threshold.
Drawbacks: Mediocre bonuses,
If the bonus is essential then the effective charge pool is actually smaller and forces an even bigger setup.
Limits
16H
Key pages
R.corp grunts, Nikolai.
Introduction
6, II.4 RRR




10 Charge (Rip Space)
Feats: Condences power of 2 Singular Strike Cards into 1.
Drawbacks: Flushes all charge,
Likely going to hurt your action economy,
Office exclusive archetype,
Core Key Pages have -1 in total Resistances.
Limits
9H
Key pages
Rose, Lesti, Sen
Introduction
5, II.4 WARP Cleanup Crew
Realization
???

20 Charge
Feats: Pocket EGO page cards.
Drawbacks: Cost as much as EGO page cards,
Character exclusive archetype,
Half of the characters is likely to get attributed.
Limits
3S, 5H
Key pages
Nemo, Maxim, Rudolph, Myo, Nikolai
Introduction
6, II.4 RRR
Realization
6, III.4 RRR II
Self-Sabotage
Self-Bleed

Feats: Decent punish against bleed inflictions,
Potentially +2-3 Dice Power
For the cost of -3 in passive economy.
Drawbacks: Requires prior info on receptions,
A lot of damage to self,
Dice power gain is per card,
Very awkward and hard to use archetype.
Key pages
Jikan
Limits
3H
Introduction
4, I.G Rusted chains

Self-Damage/25%
Feats1: Intentional activation of particularly strong abnormality page effects.
Cons1: Quite a bit of damage to self,
Kind of unnecessary.
Feats2: Unlocks potential of somewhat useful cards.
Cons2: Puts you within a one-shot range,
Tricky balancing act,
Requires a lengthy setup.
Floor
1 - Language, Art.
Limits
1S
Introduction
4, II.4 Love Town
Realization
5, I.2 Shi Association

Note: Basis for the Offering Archetypes.


Offering
Regular
Feats: Prerequisite for Beneficiary Feats.
Floor
1-2 - S.Science
Limits
(11-Beneficiary-Singular Strike)S
Key pages
Patron Librarian, Shi association
Introduction
2, II.1.II Streetlight Office
Realization
5, I.2 Shi Association


0 Charge Rip Space
Feats: Stronger sacrifice material Librarians,
More controlled pace of sacrifices,
Potential to deal good damage with RS when between 0 and 10 charge.
Drawbacks: Slower than a regular sacrifice,
Office exclusive archetype with a shared key resource.
Floor
1-2 - S.Science
Limits
(9-“10 Charge”)H
Key pages
Warp corp lieutenants
Introduction
5, II.4 WARP Cleanup Crew


Hyper
Beneficiary
Feats: Sacrificing 1-2 weakened librarians gives other 3-4 +2-4 Offensive Dice Power for the duration of an Act,
May offset emotion levels and temporarily hurt Guests action economy.
Drawbacks: Permanently hurts your action economy,
The more Acts (with a max of 4) a Reception has - less useful the archetype is.
Floor
Language
Limits
CarnivalH
Key pages
The Carnival, Shi association
Introduction
4, I.1 The Carnival
Realization
5, I.2 Shi Association
Solo
Feats: Boosts possible Offensive Dice Power up to +7,
Pure Solo runs make your Reception handling look cool.
Drawbacks: Severely crippled action economy,
"Looking cool" is not a real feat within the confines of the game.
Floor
1 - Language
Limits
YunaH
Introduction
4, I.3 Dawn’s office
Realization
5, I.2 Shi Association






Power related status effects
Smoke Inflict

Feats: Drastically increases damage dealt to a target,
Prerequisite for other devastating effects.
Drawbacks: May grant Dice power boost to your enemy,
Some Guests benefit from having smoke.
Limits
3S
Key pages
Jin
Introduction
5, II.2 Smiling Faces
Realization
6, II.1/6, II.G The Blue Reverbation/Leaflet Workshop



Smoke Gain







Feats: +1 Power for all and
+1 Power to Offensive Dice,
Drastically increases damage dealt,
Natural counter to enemies of the Smoke inflict archetype.
Drawbacks: Deficit key resource shared with the Evade archetype,
Core Key Pages have -1 in total Resistances
With HP as an Endured Resistance.
Key pages
Smiling Faces, Leaflet Workshop Fixer, Church of gear worshippers, Eileen
Limits
Church of gear worshippersS+1
Introduction
5, II.2 Smiling Faces
Realization
6, II.1/6, II.G The Blue Reverbation/Leaflet Workshop


Feeble
Feats: Dice power reduction of 1-2 guests.
Drawbacks: Limited selection of cards that apply the effect.
Key pages
Oink
Introduction
4, II.2 Musicians of Bremen
Realization
6, II.4 RRR










Paralysis
Feats: Dice power reduction of a single Guest,
Bypasses Negate Power effects.
Drawbacks: Has a hardcap of -1.5,
Most Cards that apply the effect are weak.

Key pages
Brotherhood of Iron, Alloc, Jin
Introduction
1, III.1 The Brotherhood of Iron
Realization
5, II.2 Smiling Faces



Offensive №2
Anti Negate Dice Power
Feats: Counter to the Negate power effects,
Potential Brawl synergy.
Drawbacks: Either -Dice Power or dead weight Cards in all other situations.
Floor
[REDACTED]
Limits
2S
Key pages
San, Yun, Eri, Purple Tear, Olivier
Introduction
1, II.1.III Yun’s Office
Realization
7, I.1.II Hana Association




Singular Strike
Feats: Extremely fast emotion gain,
+2 Dice Power,
Potential Discard feats.
Drawbacks: Complete garbage against mass attacks
Or 3+ Dice Cards.
Floor
[REDACTED]
Limits
4H
Key pages
Valentin, Kim
Introduction
5, I.2/5, I.G Shi/Blade
Realization
6, I.3 Liu Association Section 2



Ammunition Ranged
Feats: Massive potential,
Direct Discard Archetype synergy,
Ranged archetype feats,
Increased page draw and deck size.
Drawbacks: Hard to fully realize the potential,
The need to destroy cards in the deck,
Hand is used for storing tokens,
Ranged archetype drawbacks,
-1 in total Resistances
With HP as an Endured Resistance
Limits
4S
Key pages
Denis, Katriel, Kalo
Introduction
6, I.1 The Thumb
Realization
6, II.4 RRR




First Turn Dunk
Feats: ~10 Dice power disparity in a 3v3 scenario from passives alone.
Drawbacks: No growth potential,
Once per Act bonus.
Limits
4H
Key pages
Full-Stop Office, Oink, Meow
Introduction
4, I.2 Full-Stop Office
Realization
4, II.2 Musicians of Bremen


Firing Squad
Feats: Ranged variant of the First Turn Dunk archetype.
Floor
Any spare floor
Limits
4S
Key pages
Full-Stop Office, Thumb Soldato
Introduction
4, I.2 Full-Stop Office
Realization
6, I.1 The Thumb

Hand/Deck mechanics
Full Hand
Feats: 8 pages in hand,
Prerequisite for most Archetypes,
Extra Dice Power on a few cards.
Drawbacks: Requires a setup,
On their own - feats are pretty weak,
Key resources shared with other Archetypes.
Limits
3S
Key pages
Sayo, Index Proselyte
Introduction
4, I.1 The Carnival
Realization
7, I.1.I Hana Association



Discard All Cards
Feats: 20+ HP regen per turn.
Drawbacks: Half of the deck is effectively tokens,
Usually only 1 clash-viable card per turn.
Floor
1 - S.Sciences
Limits
(4-Discard Singular-Thumb)S
Key pages
Molar Office, Jeong's office, Irina
Introduction
3, I.3 Molar Office
Realization
7, I.1.I Hana Association







Discard Some Cards
Feats: 9 ± 3 HP regen per turn,
+ 1 Offensive Dice Power.
Drawbacks: Part of the deck reserved for tokens,
Deficit key resources shared with other archetypes.
Floor
1 - S.Sciences
Limits
4S
Key pages
Molar Office, Valentin,
Jeong's office, Irina
Introduction
3, I.3 Molar Office
Realization
7, I.1.I Hana Association



Rapid Gashes
Feats: 4 dice combat pages with decent roll ranges for 0-1 the light cost,
Relatively simple to build around.
Drawbacks: Part of the deck reserved for tokens,
Does not work with the Singleton Archetype.
Key pages
Sayo, Yujin
Introduction
6, II.4 RRR
Realization
6, III.4 RRR II
Status effects
Haste+Bind
Feats: A guarantee to shift an attack target,
Ability to setup a pseudo ranged pile up strat,
Prerequisite for the Speed 6 archetype.
Drawbacks: In most aspects offers just QoL improvements.
Limits
4S, 5H
Key pages
Allen, Rabbit team
Introduction
2, I.G Urban Legend General Invitations
Realization
6, II.4 RRR


Fragile Dante
Feats: Potential to deal a ton of damage next scene.
Drawbacks: Doesn’t boost Stagger damage,
Requires a setup,
Mostly just doesn’t work or is impractical.
Limits
[REDACTED]
Key pages
Musicians of Bremen, Dante
Introduction
4, II.2 Musicians of Bremen
Realization
5, I.G Seven Association

DoT
Bleed
Feats: Potential to heal a lot of HP,
Potential to deal a ton of damage fast.
Drawbacks: Doesn’t boost Stagger damage,
Mostly just potentially strong.
Floor
5 - Literature
Limits
[REDACTED]
Key pages
Kurokumo clan, Blade lineage, Dong Hwan
Introduction
2, I.1 Pierre’s Bistro
Realization
4, II.1 Kurokumo clan























Burn







Feats: Related cards are relatively strong,
Potential to deal a ton of damage over time.
Drawbacks: A lot of individual variation,
Fixed team composition.
Floor
4 to 5 - History
Limits
4s, 7h
Key pages
Xiao, Lowel, Chun, Miris, Philip, Dawn office, Lulu
Introduction
2, II.1.II Streetlight Office
Realization
Continuous

Other
Brawl
Feats: -1 light cost for pages of 4 cost and the card itself,
Negates top row negative effects.
Drawbacks: Negates top row useful effects
and discards counter dice,
Harmful dissonance with the Singleton Archetype.
Limits
None
Introduction
3, I.1 Stray Dogs
Realization
Continuous

Ominous Power
Feats: Can consistently provide 6 light per turn
Which allows your builds to not fizzle out at emotion level 5.
Drawbacks: Severely increases the chances of bricking your starting hand,
Only really effective on Speed II builds,
Drains extra cards per turn.
Limits
None
Introduction
6 III.1

Trigrams
Feats: +0.25 boost to Light regen, Page draw and Dice Power,
The exclusive card is decently strong.
Drawbacks: To be effective requires planning 4 turns ahead
And making Hana dedicated Jack of all trades builds.
Limits
(3-Tank)S
Key pages
Hana Association
Introduction
7, I.1.I Hana Association

Unity
Feats: Sustainable spam of 4 dice cards with close to no setup,
Drawbacks: Requires most members of a team to incorporate.


Limits
10S
Floor
Any spare floor
Introduction
7, III.1 The Black Silence
Sources and Closing words
Sources
LoR Wiki[library-of-ruina.fandom.com]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2414146881&searchtext=pages
Closing words
While the guide is definetely lacking in some aspects, I believe I've reached the stage where most crucial work has been done and whatever else there is left to be done is polishing work that could take forever before the guide can be considered exhaustive and complete. I'll still be working on the guide, fixing stuff and filling in missing information (if someone could provide decent decks and archetype insights in the comments - that would be much appreciated). But as of right now, I am open to feedback or discussion in the comment section and I hope what I did was useful (or atleast entertaining) to someone.
22 Comments
Granola 8 May @ 1:55pm 
this just makes sense thank you
Bravo  [author] 1 Oct, 2023 @ 2:12am 
In tanking, agro is as important as being sturdy, and technically only 2 floors are able to accomplish that feat (practically 1, due to how abno page rolls work) - Literature with the Glitter page and Philosophy with the Big Eyes one. The setup is more referring to being able to stack the hand and protective status effects on the tanking character that would be forced to be targeted by most if not all of the enemy skill slots before he is instantly turned into a blood soup.
There are other strategies that can be considered tanking like the whole team def power stacking and Mirinae+Yan 2x buff power, but it is assumed that tanking is a particular viable generic strategy where the other ones are either gimmicks of other archetypes or Object D'art specialities which do not require classification within this guide.

Fixed the wrong tooltip within the relevant column. It's now "1 - Literature, Philosophy" as it should've been instead of "1 - History, Philosophy" which it was before.
Foxesholo 30 Sep, 2023 @ 6:46pm 
I would also throw in the floor of natural sciences in the Tank Department since Tiph's floor can actually be a pretty decent tank floor with set up (I hate magical Girls abnormality page but it does have the power to be transferred to multiple acts without redoing all the setup). Overall good lay out!
Bravo  [author] 28 Aug, 2022 @ 12:10pm 
Sublimate calculates power per card, instead of at the start of each act.
Abnormality pages have arbitrary +/- chance modifiers (that have nothing to do with your emotion level ratios) with Obsession being in the minus category.
Self-bleed cards are so weak that they negate on average any potential boost that they could grant, especially if comparing to the power level of resources granted on game completion.
Bleed unlike burn is reset at the end of an act.
Purple Tear page is better used literally for anything else.
Viable Death door (25%) card benefit is in boosted economy, and not increased power.
Effectively Skip turn Rip space is a better version of Self-bleed (for the exception of the use case where Sublimate is used as a counter to particular bleed heavy receptions).
Tapsey 28 Aug, 2022 @ 9:30am 
So one thingy about the self sabotage deck that I had been thinking about but haven't tried yet is going purple tear pierce stance with the self bleed, sublimate, obsession (the reason I haven't tried it yet, stupidly hard to consistently get this) and use the red strings to keep them at deaths door and just keep stacking bleed on yourself. I also wonder if this would work with the judgement bird as it negates bleed damage (but not the bleed stacks) so you don't even need to strings to survive. Although admittedly it kinda seems like a lot of work for only around +2 power (if had's ego sanguine desire also made your bleed never decrease then this would be hilarious)
ShyGuy1231 8 Jun, 2022 @ 4:47pm 
Ah alright fair enough
Bravo  [author] 8 Jun, 2022 @ 7:27am 
L.Corp reference, this is the default icon for unresearched aspects of an abnormality, basically a placeholder image.
ShyGuy1231 7 Jun, 2022 @ 10:55pm 
Mind if I ask why some of the pictures say Basic Information?
Bravo  [author] 12 May, 2022 @ 8:16am 
I'm aware of
Unchained Wrath
Purple Tear shenanigans
RM shenanigans
Yujin 25%hp 4light shenanigans
BoD+Olivier\Purple Tear
Kim+XIII Toll
Mirinae+Yan
Bayard+Yae
Crying+Brawl
Nemo+Small Beak

And some other miscelanous interactions like
2 bleed
Bleed vampirism
Learning against Counter pages
Perpetually untargetable
Hornet+Dante
Cobalt Scar+Dong-hwan
(Potentially) False Throne+Kizuna/Extreme Fatigue
Locked Blade+Ego
Xiao+Prescript
True damge
Singleton

Already mentioned
Ammunition+General\Ego Ranged cards
Emma+Counter dice
Singular Strike+Burning Flash+Counter Dice
Brawl+Minus Dice power
Rip Space+Self-Damage
TMSC9000 12 May, 2022 @ 7:38am 
i m mean you can spam overcharges on purple tear