Wizard And Minion Idle

Wizard And Minion Idle

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Stage 475+ Guide
By Hentaika
A guide which picks up approx where the 'all encompassing' guide ended(stage ~475) until actual end game content(stage 800+).
Also offers some missing information from old content.
   
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Introduction
As written in the summary - I decided to 'finish' the guidelines for the game now that it's unlikely there will be much of the new content and the previous guide seems abandoned.

Some sections will cover old content, some will cover your pushing goals and some will cover content not previously covered.

Stage 475+ is basically when you start requiring to use your head rather than purely idling.
There are a lot of bonuses to keep in mind when doing something. And not stacking all possible bonuses at your disposal usually means almost no progress or drastically slower progress.
Old Content - Slimes Introduction
Slimes become one of the most important features you need to consider by now(stage 475+)
The thing is - having wrong slime bonuses can either slow down your progress tremendously OR even almost entirely halt it.

I will cover Slimes you want in Slime Part 1 and Part 2 sections.
Part 1 covers stages up to 625(before build a slime)

Part 2 covers stages 625+(after build a slime)

The only thing I will add in this section is general knowledge about slimes:

Important Unlocks:
Be aware that for slime buff slots the slime BASE level(the one you find it as) needs to be equal or higher than the level I mention, simply reaching the required training is not enough.

Training 100/101-300 - 2nd star, 4 slots maximum(base slime level must be at least 100+1, so basically 101)

Training 200 - 3rd star

Training 301-500 - 5 slots maximum(base slime level)

Training 501+ - 6 slots maximum(base slime level)

Stars/Mood Handling:
All your slimes you plan to use for stats need to be evil. Which means instantly clicking the evil icon ASAP as you put on the slime.

Slimes stars improve exp gain but also increase mood lowering even more.
However it's worth to put all stars you can if you only plan to put slime in museum or adventure as you won't spend a long time on them.
Generally it's not worth going past ~5-10 minutes per level of injection time for those slimes. Maybe for custom made slimes you can consider going a bit higher, but last few levels honestly won't make much of a difference anyway.

It's much more important to save your injection time for leveling a heroic slime(stats don't matter, just heroic) which has NO stars. You need to pair this with animist main class and the active talent trait for training exp.
This is going to become pretty much the main method to level your training(not counting baby demons, but that's ultra late game viable only) for a long while.

More training levels means more slots earlier and generally better slimes.
Levels generally become not too important aside of slot amounts due to early 'soft cap' on slime stats.
So unless difference is HUGE - don't bother changing slime.

Leveling slime trick:
You might notice how leveling can be pretty slow once you can get loads of levels worth of exp on slime. There is a trick to bypass this. Click the 'injection' icon and slime will instantly level while using up all experience. You can pair this with savescumming for good RNG on stats too once you start custom building slimes which will likely last you months.

You will not spend any charge of injection for doing that.
Slimes part 1
Stages ~475-550:
Museum slimes:

TLDR most important bonus summary:
Essence/Faster mixing/Class Exp/Perks/Pet Food/Gathering Res/Perma Demons/Spirit Refill(only worth if you have perma demons) in approximately this priority is almost mandatory. You can temporarily have some of those in active slimes but it's much more comfortable having those full time.

Some of those can even be+ if you manage to get some good combo. Just keep in mind that it's better to have more of those than a + in some other.

Everything else is somewhat optional:
Very good stuff is however gathering exp, pet points and demon essence(if you are not active enough to swap into it for when battlefield resets)

Here are a bit more details:
For even more details - check slime section on wiki to see all possible bonuses of those slimes to pick your own combo based on your luck.
https://wami.fandom.com/wiki/Slimes#List_of_Bonus_Effects

Be aware this full setup can only work with z21+, before that you might want to prioritize Faster Mixing/Essence/Perks/Class exp even if it gives up a lot of other stuff.
With Perma Demons/Spirit Refill being highly advised too.

1) Faster mixing slime - this type of slime is only important for this very short time period. Earlier it was useless, later it starts becoming useless too.
Your goal is to reach 10 mixes per second ASAP and then try to slowly get rid of the faster mixing on slime entirely.
But during that period it's VERY important as it massively improves one of your main progression goals at this point.
The one you will likely get with this bonus is 'Cuisine Erl' from zone 17-20.
Ensure you get Gathering exp on this one. Pet points is also nice but not as important.

2) Essence slime - the slime which is always the most important one, never replacable by anything else.
You have 2 main options:
Zone 18+ slime - Kitchen Stinko and zone 19+ one - Malady
Stinko is a good temporary one. Loads of good possible bonuses.
Malady is slightly more powerful but only has spirit refill/demon essence as good bonuses.

3) Perma demon slime - this slime is always worth having. It allows you to not bother with demon allocation, just dump them all into demon v2 reproduction permanently.
The earliest you can get it reliably is z20.
Only has class exp as good other bonus. Ideally hope for +'s on one of those at least and accept whatever else.

4) Perk Slime - z21+. Pet Food/Points/Gather Res.. also spirit refill but it's likely on malady.

Active slimes:
This presumes you got all the important bonuses above as museum slimes.
I will list them in approx order of priority.

1) Mana Cap + Mana Refill - mana refill can be +, mana cap rate shouldn't need+ as you will reach the 7500 for your mana range without it.
Probably among the most important active slimes.
Used for updating mana cap rate. I like to use this slime during period after reincarnating while farming the 10k souls.
But if you are lazy you can use it less ferquently for some bigger pushes instead.

When using this slime ensure you also cook the mana refill food and set druid as sub class(at least)
Ideally also have all demons into mana refill.

2) Spell bonus+(or ++ eventually) - can be paired with whatever, the important part is getting as high of a + as possible. You only need it when pushing stages.
Pair it with cooking the off/def fishing and ensure battle mage is your sub.

If you want to unlock some important milestone and are 1 stage away - cook all special food.
During such milestone unlock you want to be Battle Mage/Conjurer. Doesn't matter who is main and who is sub, just it being those two.

3) Logs/Gems/Ore - only really needed once you are very close to be able to craft the first tier of 'master' gems.
Those are exclusive to slimes from sz6 which are a pain to get due to sz having lower chances of dropping a slime. So decision of getting this one or not is up to you.
You can even get unlucky and not get those bonuses, getting gathering exp or speed instead of one of those.

4) Other bonuses can be shared with any slime combination, just important to have them all.

Exp Gain - the most important active slime, one you keep on most of the time.

Dungeon damage - this bonus is used approx once per 2-3 weeks or so to update dungeon. Can even be used less frequently.
When using this slime - you generally want to use dungeon damage cooking, dungeon damage gear, cultist class and having cultist talents. Before cultist level ~900 the perma talent is not really important and can be skipped. By cultist 900+ it's mandatory.

Demon Essence - only really important during the reset of the BF. For inactive player you can technically put this in museum but it's honestly not a big deal as long as you can get this to trigger once a few days.
Pair this with cooking for DE gain right before BF resets.

Mana Power - it's useful at this point. You use it during run when you can reach a big stage milestone usually.

Hell Mana Refill - it's nice to have it on some slime you will use at least once in a while. Most of your summons will come from manually buying them for a long while.
So you want to occasionally get huge amount of hell mana refill and then carefully spend ~5-10% of what you have per reset of unit cost.
Remember that the battlefield progression is not a big deal due to heavy diminishing returns on everything. So don't bother too much if you are lazy.

Gold - useful to occasionally let some active slime live longer. But kinda low priority, not exactly mandatory.
You do need to get this slime when going for real estate challenge however.

Slime atk - kinda okay to push adventure occasionally.

Stage 550-625:
Not much changes.
All the above advice stands.
You should certainly be training 100+ by now, hence it's relatively easy to fill everything important.

The important changes:
Faster mixing is something you want to eventually 'stop using'. This means reaching 10 mixes/second(or close to it) without a slime. You should be really close if not there already, especially if you are fine with upkeeping cooking temporarily.

Mana power can be considered as museum filler stat if you get it. It's nice to simplify the requirements of spells and boost arena skill leveling by a bit. Not worth seeking out actively but if it happens on otherwise good slime - nice.

Log/Ore/Gem slime is worth farming out from SZ6. You also need gathering exp on it since you can't get it on anything else once you remove mixing slime.

Your final setup should be:
Malady - essence/spirit refill(must have), mana power/demon essence(somewhat optional)
Squiddy - Perm Demons, Class Exp, Anything else optional(or + of main bonus ideally)
Golbrick - Perk, Pet Food, Pet Point, Gather Res(hard to get such ideal slime, most important is perk/gather res, those should definitely be there)
Phlllbth(SZ6) - log/ore/gem/exp(ideally, but just gem + gathering exp is okay if you are lazy)

All easily farmed at same time on both z21 and z22 aside of SZ6 one obviously.

Considering how RNG ideal golbrick is - consider having pet food/pet point(whichever you might miss) on another golbrick who also gets EXP bonus for example and make it temporarily your active slime.
Slimes part 2
Stage 625+:
You unlock dump bump on 600 but more important 'build a slime feature' on stage 625.

This allows you to stock 'recycled' slime bonuses and combine a 'custom' slime out of those.
This is the easiest way to get a combination of stats below.

This is when your final viewpoint on slimes changes.

From now on and forever - important bonuses to have in museum are:
Essence/Perks/Class exp/Gathering Resource - those should be either ++ or +.
By training level 500+ you should certainly have all those at ++, before that it's kinda debatable.
You want approximately 2 museum slots to always go into the above basically.
If you only have 4 slots on slimes - certainly go +/+.

Perm demons should have NO + during 4 slot period. Not worth it due to active demon boosting from arena.

There is a period of time when perma demons are kinda 'useless'. That's when arena/synv2 gives you targeted demons get stronger upgrade. But even then they are not 'fully' useless and they eventually regain power.

Gathering Log/Ore/Gems - you certainly want them all. Gems can be + once you can afford to take it. Not too crtiical however. Maybe even ++ if training level 500+.

Pet Food/Pet Point/Hell Mana Refill are ones you want to have full time.
None of those want +, they are dump bump stats mostly.

The remaining slots are somewhat optional, feel free to skip those based on your wants/needs:
Gathering exp - you use it until you reach the point where you can get insane amount of gathering exp which you won't be able to ever spend. You do eventually reach that point. At that point gathering exp is fully useless stat. Should happen by time you reach slot 5 on slimes approx. Specifically e30 hoarded exp will last almost forever and e35 will certainly be the end of it even till the end of your lifespan.

BF summons - kinda... okay. Does something. The best optional slot if you don't need anything else. More useful until you reach wave 2000, after that it kinda loses usefulness.

Meditation - while we do have one on active slime with spell bonus - having a non + permanently is kinda okay'ish, especially if you don't feel like swapping to that slime for a few minutes each reinc. Generally speaking however IF you are willing to swap into meditation ++ slime for a minute or two each reinc - you get essentially nearly full value from it.

Mana power - a tiny boost to arena skill learning speed. Kinda okay early on but I wouldn't bother with it later on.

You might notice how spirit refill is no longer there.
That's because you now get most of your spirit refill from conjuring now. Slimes can't match the amount you get from conjuring starting a bit earlier than build-a-slime feature.

Mandatory Active Slimes:
The importance of those slimes is as usual in the order I mention them.
Those should have NO stars, you want them to last.

During 4 slot period you want to have +/+, certainly don't bother with ++. During 5 you can consider ++ but I wouldn't bother. ++ is for when you finally get 6 slots.

1) Mana Refill++ and Mana cap(mana cap does not require + in the end, but worth it during 4 slot period)
If you got spare slots - I like to use spare slot for fitting in mana power assuming you don't use it in museum.

Mana cap rate requirement stops growing entirely after e200 mana, so once you reach 7500 growth on that - it's kinda useless stat.
But due to how much the slime gives it's essentially impossible to not take it at all. Unless you keep playing past the end of content without any goal in mind of course.

2) Demon Essence++/Battlefield Damage(as much + as you can fit)
This is the active slime you usually 'sit on', so ensure this one has 0 stars.
Consider it almost as 5th museum slot but the one you don't mind losing if you go offline.

3) Exp gain++/Gold(as much + as you can fit) - used for when you are questing on Machinist-Battle mage combo to push your exp.

4) Spell Bonus ++/Meditation(as much + as you can fit) - used for pushing stages. And generally meditation levels extra oomph after each reinc.

5) Dungeon Damage ++/Slime Attack %(as much + as you can fit) - used for dungeon pushing and slime adventure pushing.

Ultra End Game:
Ultra end game is what happens if you keep playing beyond the end of the content. At that point you got a lot of infinitely scaling mechanics so you can keep growing almost endlessly with at least okay'ish pace. It will eventually slow down, but you will likely give up on the game earlier since there is nothing left to do.

Main difference is that by now you probably want to absolutely min max everything, which would mean ++ absolutely everything that does something.

So absolute final slime pool will be something like:
Perk/Class ++

Ess/Gather Res++

Perm Demons/Ores++

Logs/Gems++

You still have those other dump resources on 'active' slimes, massively increasing amount of active slimes you will be owning.

The biggest reason why we don't include pet food/points now is that those are on a set of equipment which you won't be using regularly, so ideally you only swap to pet food/point slime when using said set briefly.

But honestly speaking that's so late into the game that you are essentially just wasting your time since game has no actual content at that point.
And it likely never will as it's mostly abandoned.
Old content - Fishing/Cooking
First of all ensure you are done with unlocking both master baits.
If you need help with those - consult this guide:

https://wami.fandom.com/wiki/Fishing_Quest_Guide_-_Ultimate_Master_Bait

Now that you got master bait and are at ~stages 450-475+ - we can start min maxing our fishing.

It's much more efficient to 'active fish' than to use a nuke. Doing so or not can decide how early you can permanently maintain core bonuses.
When doing active fishing or nuking - make sure to use rod number 5 as it gives more fish.
When you stop active fishing - don't forget to change back to rod 10.


Another important thing - special cooking will require new fish you can't technically fish out normally.
Instead you will passively get them over time. Those are used for 'special cooking' alongside 4 old fishes. This means all old fishes have use, so don't just waste the fishes for the sake of wasting them. Use them efficiently. Your huge pool of seemingly useless fishes has use in the future when you start cooking those special fishes.

Stages 475-550:
Upkeep the following permanently:

Essence - a no brainer, a mere 1 fish for huge boost.

Drop/Rarity - you can't really get anything without it, game kinda assumes you have this permanently on you when you want to get a drop.
This is also an indirect boost to minion leveling due to rarity boost since higher rarity monsters give more exp.

Slime Exp/Training Bonus - the most optional ones.
At those stages those are very important to upkeep until you reach training level ~100-105. After that you can skip those unless you need to boost a certain slime.

Pet Food - only needed until pet food is no longer a problem.
This one boosts crit damage perma with 1 fish, which is one of most useful stats so it's never a 'waste' to throw fish there.

Mixing speed - you keep using this until you can mix 10 times/second without it.

Classes exp - try to always upkeep this. It's not as good as it sounds due to costing 3 fish and each class level meaning you need more exp anyway. So while it's nice, it's honestly not as huge of a deal.

You also want fish to temporarily use:
1) Mana refill - only when you are updating your mana cap.

2) Reinc - you certainly want to use one before each daily reinc as each reinc should boost you at least a bit further.

3) Mana power - only when you are breaking through some major stage unlock assuming you can get more spells thanks to that.

4) Dungeon damage - only for brief period when you plan to push dungeon with a slime/cultist class.

5) Bonus perks+Baby exp - during brief period of time when you are sitting on Conjurer Main/Demon Sub(for baby exp active class talent), using perk potion and all baby demons in perk plaza.

6) Hell Spirit Refill+Baby exp - during brief period of time when you are pushing your Hell Spirit.
Don't bother doing it often. Once a couple of weeks early to once a month or two for a couple of hours each time is good enough.
All stuff from it is heavily diminishing in value.

7) DE - if you ever catch yourself seeing battlefield about to reset.

8) Slime ATK+Slime Essence - when doing prestige pushes in slime adventure.
I wouldn't bother actively doing this all the time but it's okay to do once in a while. Juice is pointless as it won't increase what you get from your baby demons sadly.
Early on I did it every 3 days, but later on you can neglecting that.

9) Full special cooking - this should only be done when you are certain you can unlock something major if you do this. Like a new trophy set or a new major feature.
Getting all of them cooked can likely push you one stage higher than you should be.

Stages 550+:
Important change is that you are no longer using pet food and are trying to stop using faster mixing too. Should happen quite soon if not already.

This along with increased cooking levels frees up some of your fishing capability.

All your remaining fishes besides maintaining essence + drop/rarity + class exp should go into 'crafting exp'.
It sounds stupid but that's giving 'perma bonus' to baby exp for 1 fish cost.

Despite game not mentioning that in any way - perma bonus for baby exp is capped at 900%. The number itself goes higher, but baby exp itself won't get any effect from perma beyond 900%.

This is your big goal.

At around 800-875% until 900% make sure you instead cook baby exp directly to get it to run permanently(for as long as you plan to play) as you will never ever want to cook in this section ever again.
Every ~50% perma is ~450 days of baby exp cooking time. Considering that game content is almost done by then - you don't need much if you plan to stop playing. But if you want to play infinitely then obviously go for more.

Once you hit this 900% goal - you can do other stuff.

Most important considered pet food for crit damage perma. Your goal is basically to one hit kill in the final Endavers adv zone.
Don't forget this should account for ACTIVE crit damage cooking too. So once you are approaching point where you one are getting close to one shot with active cooking - start doing that one to stack time.of it.

Once done with that - you are in end game with no content left aside of infinite progression.
If you plan to aimlessly progress then special cooking and upkeeping all remotely important active cookings are the only things left to do.
Old content - Trophies
I have recently updated wiki with priority for each trophy section:
https://wami.fandom.com/wiki/Trophy

The general rule of the thumb is to always buy highest priority available to you with lowest price.
'Buy it ASAP' priority is always worth saving up for in advance over buying something marked even 'high' priority.

Trophies get increased gains from all major late game mechanics. And especially high increase is on Darkness feature. With how high it raises trophy gains once it builds up - you won't be limited by trophy progression at end of content should you choose to continue to play, in fact you will be sitting on millions of trophy points pretty fast should you choose to play beyond end of content.
Old Content - Generator V2
Some people don't understand what to prioritize here, but it's honestly pretty simple even without some complex spreadsheet usage:

Early on:
It's important to use 'breakpoints' so you are not wasting too much of your 'potential power'.

Demons/Conjuring/Dungeons you likely got to ~50-100% passively as you progressed.
That's where you can leave them for a while.

The important part comes afterward.

When you see a new important boost getting an extra % - start focusing it until next one gets boosted.
Even if this means awkward % proportions - it's still worth as you otherwise are losing too much potential power from your investment.

Once you reach stage ~520-550 - use the advice below on approximate spreads instead since it becomes less critical to focus on breakpoints as you get more gen power and essence available.
The further you go - the less important it is to use breakpoints and the more important it is to have a 'good spread' instead.

Until stages ~700:
Demon/Conjuring/Dungeon/Alchemy - keep those at approx same %.

Generator bonus - keep this at ~x3-4 higher compared to the above.

Slime bonus - keep this at ~75% of demon/conjure/dungeon/alchemy. The lowest basically. Too expensive for it's value.

Most bonuses are balanced pretty well for their price/value aside of generator basically. Generator is simply too much value since it has feedback with a lot of bonuses, most important being synergy exp.

Slimes are a bit too expensive.

Late-End game:
Balance changes a tiny bit.

Let's say your dungeon/alchemy/demons are 100%(purely for easy numbers)

Your Slime will want to be ~75%

Conjuring bonuses will want to be ~200%

Generator bonuses will want to be ~300-350%

That's the approx proportion you want. Albeit your numbers will be much higher.
Basically what changes is that conjuring bonuses become a bit bigger in value.
Old Content - Classes
This section will contain what you need to know about non master classes and everything BEFORE class talents.

There are 9 basic classes in total:

Since this guide is mostly 475+ - you either have them all or are about to get them all.

Battle Mage - mainly used in battlemage main/druid sub setup.
You use it approx once a week for ~12-15 hours(the other time is spent on machinist main)

Druid - a class you never main. Mainly used as sub for battlemage.
Also you use it when pushing your mana cap. How you do this is individual. But when you plan to - you should be using the druid sub with machinist as main most of the time.

Conjurer - a class you occasionally use in a Conjurer/Demonist setup to push both their levels.
It's a pretty important class not to neglect. Ensure you are maximizing your class exp when doing this.
How often you do this is up to you, but approx once per 1-2 weeks for ~12-15 hours is good(most other time is spent on machinist main)

Demonist - a class you only ever use as sub for conjurer.

Beastmaster - generally you want to MAIN this when you have ~3 days of adventure saved up. Spend all 3 days on some stage which gives good adventure exp.
Beastmaster/Machinist setup.

Animist - a class you should use very rarely.
The main profit from it is the active class talent for training exp. Save up LOADS of slime time and then use it all with animist active class talent(training exp) once per month or so.
Same as other classes - use for ~15 hours or so in a Animist/Cultist setup.

Machinist - the class you will main ~90% of the time. In fact you ALWAYS want to main it for at least some time during each reincarnation. The absolute minimum is ~8 hours out of 23 hours if you plan a reinc based on soul farming timer.
You only swap it temporarily to do something specific(check grind type section)
Then once you are done and day got reset - you swap BACK to machinist before reinc to get bigger reinc potential.

Cultist - I only really use it in animist/cultist setup but if it falls too far behind you might want to set it as main and level it for a bit.
Cultist is what you use to push dungeons once a few weeks. It's main profit comes from perma talent(paired with perma class talent). Once class reaches level 900-950 the dungeon HP decreases becomes quite noticeable.

Necromancer - used only as sub, mainly for machinist to get more levels.
Class itself is kinda useless otherwise.
Class Talents
Class talents are a new feature you get on stage 475.

It's a very important one and offers significant progress speedup.

A TLDR would be - it's like classes but you can only swap every 6 days. And you have to wait 6 days from the moment you change. So you can't do same tricks as with class swapping.

Consult wiki for details on system itself and all descriptions, I will only mention what's 'good' here.

https://wami.fandom.com/wiki/Class_Talents

This section is for 'pre master class' talent spread.
Master class has another section, albeit almost everything remains same even with them.

Mandatory Talents:
The general strategy is to take the absolute minimum(10) different talents at same time. This way all your power is focused on something specific. And you use the occasional resets to change what you focus.

Mandatory ones are the ones you ALWAYS take as highest priority. You always keep them.
Technically some CAN be left out temporarily but they are just too good in general not to take.

1) Conjurer perma talent - this one is always top priority. More baby demons, no questions asked.

2) Machinist perma talent - this one is always 2nd top priority. Ironically more powerful than even the 'active' talent.

3) Animist perma talent - this one is always 3rd priority. It's not as powerful BUT it's a power up that always works.

Those are the holy trinity, undeniably the most obscenely powerful ones which are always useful.

4) Machinist active talent - this one is only slightly below those 3. 4th priority.
You are spending ~95% of your time on machinist class... so this is ALMOST a perma talent. Sadly this % time reduction is calculated AFTER hours get reduced via other sources, so it's not as strong as it could be.

Mandatory under certain conditions:
5) Druid Perma - mandatory when you can actually reach the lower speed of spirit refill.
Useless before that.
This one gets double level value on lvl 5, making it -0.3s final value.

6) Demonist Perma - a nice small 'always does something' boost after you get the meditation exp unique purchase with e78 exp.
Almost useless before that.

Almost mandatory talents:
Those are a tiny bit debatable but you generally want those most of the time.

7) Conjurer Active - conjurer is a class that you will spend a lot of time on, even though not too much of it being main class.
The bonus.. does something. It maximizes essence gain in Machinist/Conjurer setup - the generally best class setup if you got this talent and don't need anything specific.

8) Druid Active - you are likely constantly on v2 reproduction and updating your mana cap rather regularly anyway. Might as well have this permanently on so you profit whenever you sub druid. Not super mandatory, but it's close. The most replaceable if you really need to replace something.
Gets bigger value on lvl 5 since it upgrades BOTH mana refill and spirit refill at same time. A tiny bit less individually, but much bigger total value.
I generally prefer sitting on Machinist/Conjurer, but occasionally sitting on druid instead of conjurer is fine too.

Conditional slots:
Only required for certain grind type.

As you can see - before you reach the mandatory conditional ones - you actually have a lot of leeway and can even take something optional permanently.

I will try to list those in order of approximate priority.

1) Demonist Active - baby exp is neat. It might sound like a small bonus but it's pretty massive since it's multiplicative with other baby exp bonuses.
I would say it's mandatory if it was not on such a bad class.
As is - you sadly likely will have to use this as 'sub' class and hence get half the bonus.
Usually you swap to Conjurer Main/Demonist sub when you want to do plaza perk push or Hell Spirit Refill push. Can technically even consider demonist main if you plan to use plaza perk potion.

This is the one optional talent you usually sit on unless you need one of the below as you can profit from it anywhere.

2) Battle Mage Active - this one is used to quest occasionally.
Your quest cap is 10k(not worth wasting trophies to bump this) which means you will need to quest farm every few days eventually. Arena later ensures you are questing almost non stop however.
The main use of this active is for updating you 'exp' value in Machinist/battle mage combo.

3) Necromancer perma - use it at least once every time you can actually get new necromancer perma tier. Other than that only once in forever if you can have extremely huge difference in demon essence... like e10 more or so.
Do NOT use battlefield shops unless you have this trait at your max affordable tier.
You can level buildings and their upgrades however since they don't get discounted by this talent.

4) Active + Perma cultist traits - used when pushing dungeons.
Before cultist level ~900-950 you don't need to bother with permanent trait as it hardly does anything before that.
Once you reach cultist 900+ - you won't ever need to bother with dungeons without this talent ever again since there essentially will never be progress without this.
Doesn't need to be done often. The most important time is to use this combo on lvl 950 cultist. After that you can wait a while until you get considerable dungeon damage amount upgrades. Don't forget dungeon cooking while doing this small push.

5) Animist active - just like other class grind type traits, except you want to use this even less frequently. You basically save up a huge amount of slime injection time and then burn it all up once you set this trait. This way you get some nice boost in training levels.
It's a nice way to boost your maximum slime lifespan time via a heroic slime by the way.
Once you buy both the slime mood from soul purchases and trophies - you want to get an entirely new heroic slime whom you will keep pushing mostly this way for a loooooooooooong time since it barely loses mood.

Best done when closer to breakpoints for new slot on slimes.

After training 1000+ becomes much less important/nearly pointless as slime levels hardly do anything at that point and you already got final achievement.

6) Beastmaster active - can help speed up getting item drops a bit. You rarely will have room for this. If it was permanent talent - it would be a bit better, but as an active one it's kinda eh.
Long term only useful for adventure zone 29/30 which is where your chances will ALWAYS remain ultra low even with all possible bonuses. So if you just reached those zones - I highly recommend respeccing into this to speed those up as any time wasted on those is time not spent on farming infinitely scaling gear.
The way this talent works as 'sub' is half but rounded up.
So you get 1/2/3 extra levels on level 1/3/5 and nothing on 2/4. So throwing 1 random point if you are subbing is not too bad of a thing.

7) Battlemage perma - one/two levels in it is kinda okay in some situations.
Mostly only good if you are 1-2 stage unlocks behind some highly important unlock and got some 'filler' points which are not critical to spend anywhere and you know you will reset before getting anything important anyway.
Class Grind Setups
This section is BEFORE master classes. But master classes don't really change any of those combinations really. Except you would have to give up on machinist for a tiny bit to level them a bit.

First class name I mention is main.
Second class I mention is sub.

Main setup:
Machinist/Any grind - this is where you are sitting 95-99% of your time.
Sub class varies based on what you want to do.
General purpose if you got conjurer active talent? Conjurer, it's highest possible essence gain this way.
Using battlefield speed timer? Necromancer.
Been a while since you had some serious update of mana cap rate/spirit refill? Druid.
Getting close to new world boss drop and need more adventure exp or simply want to prioritize adventure exp gain? Beastmaster.
Need to push stages but don't want to swap to conjurer/battle mage main yet? Or maybe need to update exp during questing? Battlemage.
Planning to prestige your 6 slime adventures once it's fully filled up and not lazy to swap into animist? Animist.
You might also want to swap to conjurer for a few seconds once you are staying in the reinc to boost your conjuring levels slightly higher and hence maybe get a bit extra baby demons.
Early on occasional cultist to update dungeon is also good sub. Later however you need dedicated setup to push dungeons.

You always start and end reincs with machinist. The only time you swap out of machinist is to temporarily set something as main to push some other content.
What you do during this grind doesn't really matter as long as it's nothing below. It's what you use to push your reincarnations higher and higher bit by bit.

Process of swapping into other setup:
Daily reset happens - you reinc and start with machinist for ~11 hours.
After machinist got you some decent essence stack - you swap to desired class.
Once next day happens - swap back into Machinist.

Conditional setups:
Those are setups you swap into to do 'something' and get meaningful process in it.

It is very important to note that you do NOT do synergy if you are not at least machinist sub. Reason for that is you are losing insane amount of generator bonus and hence the synergy exp. Use those time periods for the perk plaza pushes.
During such periods it's highly recommended to upkeep baby exp cooking since those time periods are pretty short in general.


1) Battlemage/Druid - a somewhat common setup but technically not too important one so you can skip it most of the time and be fine. Battlemage class levels the fastest, so a good source of talent points.
On top of that this combo is best one to grind exp and push your spell refill at same time.

During this grind you:
1. Use active slime with exp gain.
2. Use cooking for exp gain.
3. Set quest to auto.
4. Ensure you have battlemage and druid active class talents(I recommend always having both)
5. All your demons should be in demon reprod v2 - it's a pretty solid chunk of time spent on druid so might as well capitalize on it.
6. Adventure gear should have a few top tier exp gear pieces. Using full exp is usually not really worth as it's minimal gains and punishing you too much in other things.

This is the only period of time when you get any meaningful exp amount.

7. Optionally during this setup you can also push stages the furthest by setting conjuring class as sub assuming you have conjurer active trait.

This class combo becomes kinda worse as 'main' once you are questing almost nonstop eventually. So you will be keeping it as sub most of the time.

2) Conjurer/Demonist - another common setup. Conjurer is 2nd most important class to level after Machinist due to it's perma trait for getting more baby demons.
During this grind you:
1. Ensure you have class exp cooking and your class exp from gear is at least somewhat okay.
The main goal of this setup is afterall to get more conjurer levels and hence baby demons.
2. It's the best time to do plaza perk push if you have demonist active talent for baby exp.
If you are doing it - use potion for perks and baby exp cooking. Also use some perk gear too.
3. Any other type of 'demon tab' baby demon usage is also a good for this period of time. Make sure you are upkeeping baby exp cooking if going for it.

4. Optionally during this setup you can also push stages the furthest by setting battle mage class as sub assuming you have conjurer active trait.
5. Optionally you can also spend part of the time on Conjurer/Druid - the best combo for demon reprod v2. Requires conjurer + druid active talents for maximum efficiency.

3) Beastmaster/Machinist - a slightly uncommon setup.
You use this setup to drain your adventure time warp while maximizing adventure exp gain. You don't always need to do it, but it's nice to do when nearing a new world boss drop.
Machinist/Beastmaster is okay alternative if you don't want to swap from machinist but want to drain some adventure time.

Important things during this setup:
1. Crit damage cooking - upkeep it. Crit damage drains at normal speed during time warp so you don't need much.
2. Drop rate/rarity cooking - you likely already have it permanently on you, but if you don't for some reason - upkeep it.
3. If you got some spare talent points and need drops - throw 1 or 2 levels into beastmaster active talent.
4. Your gear should focus on being stronger and having mainly monster rarity for more exp. If you also want drops - don't neglect drop rate too much though.

4) Cultist/Machinist - a rare setup.
This setup is used to push dungeons to their limit. Dungeon without this setup is a waste of time eventually, you don't even need to bother allocating shadows into dungeon unless you are in this setup.
But due to high requirements of this setup - you only want to do it once in a while. The first time you reach level 950 cultist is EXTREMELY important however as it's major push. But after that you will only need to do it once in forever.

1. Ensure you swap into cultist active+perma talent. Perma talent is something you can skip if you are under cultist level ~900, ideally 950 but if you are on 900+ - you can likely reach 950 by spending time on cultist.
2. Ensure you are using dungeon active slime.
3. Upkeep dungeon damage cooking.
4. Optionally dungeon damage gear. Only a few top tier pieces, no need to get full dungeon damage min max. Almost always the default top tier gear always has at least a few dungeon damage pieces which is fine enough honestly.

5) Animist/Cultist - a rare setup. You use this very rarely once you get loads of slime injection time to massively boost your training levels.
Might as well use this time to push some levels on those classes with maximum efficiency as those are otherwise pretty rare to use classes.
This setup is most important when you are close to reaching new slot on slimes.

1. Ensure you have some slimes whom you can skip time on. A heroic slime is perfect target to boost your maximum slime life time.
2. Ensure you have animist active talent - that's main reason we are doing this, to push training levels.
3. Use slime exp potion.
4. Ensure you are using slime+training exp cooking. Can also use alchemy. special cooking since injection can be done nearly instantly and it only needs you to cook it once.
5. Optionally - push your slime adventure to new heights while at it by using slime with slime atk% as active slime. Also using cooking for slime atk and essence gain.
Considering how rarely you are doing this type of push - it's usually worth it.

Conclusion.
Across the main grind type +5 extra grind types - you are leveling all the classes at least once in a while.
You are updating all your content at least once in a while. And basically you are doing everything you can to maximize the gains you can have.

Albeit you need to keep in mind there are loads of time periods when progress is too fast to remove machinist main and it's better to simply change sub of machinist.
Stage 475-550
The main progression during this stage of the game comes from:
Slime lab 24/7, Alchemy, Synergy(mainly page 2, but occasional swaps to 1/3 too) and occasional perk page 3 pushes via plaza baby demons once per a week or 2.

Make sure you are checking wiki page of 'stages' to see when something important unlocks. Something important is usually new feature or new world boss or new trophy set.
Sometimes it's worth from 'general progression' swapping into mode where you highly prioritize stuff that will make you push a few stages more.

https://wami.fandom.com/wiki/Stages

Your main goals during 475-550:

1) Make sure you are reincarnating daily for extra 10k souls.
Start saving up souls for stage 550 unless you need some super important unlock.
You might as well buy the quest timer purchase if you didn't already. It will be required in arena anyway. Even higher priority than arena soul purchases.
Stage 550 unlocks arena which requires a total of 1.5 million souls for all permanent upgrades there.
Those are approx 'very high' importance if we go by the wiki soul shop list. So you likely have nothing left that's as important by now.

2) Make sure you are permanent 24/7 on all slime laboratory bars. Early on that means at least subbing beastmaster class and having pet food slime. Fishing also helps.
By ~stage 500 you should have 0 problem maintaining those with almost 0 effort and having a good setup would mean loads of days in advance.

3) Maintain permanent fishing bonuses based on my fishing section.

4) Keep updating your slimes while consulting my slime section.

5) Keep updating gen v2 with priorities based on my gen v2 section.

6) For class handling check the class section and class talent section.

7) By stage ~500-510 you will likely want to craft the first tier of master gems fully.
Should be doable with gather exp + res slime alone, no need for log/ore/gem, albeit having that one speeds it up further. But can be annoying to get such slime, not worth just yet IMO. Best wait for 4 slots possibility on slimes.
Don't forget that farm potions are almost pointless to use for anything aside of this.
So when you feel like you are getting log based crafting at somewhat okay'ish pace - spam all of your potions and maintain cooking of res/exp for potion duration as well. This should help get it done.

8) Alchemy Mix ~150-200 million fast mixing followed by ~100-150 million slime bonus. You can swap between those two to not let one fall too much behind if you have them as 'double' at the same time.
(always have sorting by double - it's not worth wasting your time on something not double since that's ~1/3rd less mixes per mix)
Other good bonuses can be 2-5 million, meh ones can be up to 1 million.
Make sure you are mixing the fast mixing/slime bonus via 'doubles', use minor prestiging or rerolling to reset until you find those.

After you are done with above - you should get 10 mixes per second with a slime/fish cooking for sure. This is maximum you can get. After that your goal is to eventually get rid of slimes/cooking and still doing 10 mixes. But that's a thing closer to ~550-600.

Alchemy is big part of your progression at this point, so after the above is done - you can start updating the low values to higher.

High priority ones in order of priority are:
Slime bonus should always be highest investment.
Essence Generation
Perks
Training bonuses(only when approaching training levels which unlock a new slime bonus slot, when it's far away - you can give it slightly lower priority)
Gathering Res(until final crafting is done at least, afterwards lower priority)
Mana Refill
Spell Bonus
Slime Exp

Other stuff is kinda lower priority mostly, you should decide on those yourself, but certainly lower than above.

Drop chance/monster rarity reach hard cap really early so don't bother mixing those beyond ~3-5 million mixes, not worth it since you will reach this via alchemy bonuses quite soon even with that much.
Gathering speed is eventually fully useless too. That is when you reach 1 demon on each without a gather speed slime. And it's in general super low priority too.

9) Baby demons should mostly be on page 2 of synergy after softcap(25% alchemy) of page 3.
Prioritizing reinc/dungeon bonus/generator power on page 2.
Don't neglect page 1 for too long, essence there is especially important. But don't spend too long there either, page 2 is just much more powerful and is the key in reaching the explosion in progress.
The thing is - the more essence and generator bonuses you have - the more synergy exp you get from your generator. The more synergy exp you have - the faster you level synergies, hence lowering their progress cost and giving you more value per progress bar fill.
So your big focuses should be everything that can help with it ASAP.
You will eventually reach the point where synergy exp from generator paired with synergy gear(maxed out) can give you entire level per synergy bar fill on some synergies you have neglected for a while.
It is extremely important to note that you can't get more than 1 level per synergy bar fill and any 'extra' exp is lost.
So once you start reaching the point where you can fill one per level in everything on the page - start going for it and stay with that page for a bit. Page 2 is still highest priority but you want to ensure you don't let too much exp on pages 1/3 go to waste either.

Don't neglect plaza perks either.
Do not underestimate the page 3 of plaza perks, it might seem small at first but most bonuses grow with each level. They grow in same way as hell mana - adding a little fixed value to previous value. This means despite ultimately being 'diminishing returns' - it takes quite a few levels until you feel that effects are diminishing. For first ~50-100 levels in everything that scales this way - you will feel a solid bonus. With first ~20 levels of everything being an absolute powerhouse improvement.
Essence and adventure exp are most important early on.
Game kinda expects you to get adventure exp here, otherwise you will be reaching full drops but your level won't even reach the point when exp starts slowing down in that stage.
Don't neglect 'perk bonus' either. In fact prioritize it early on. It's always +5%, so it kinda sucks as you buy more of it, but it's also pretty powerful early on. First few levels I invest ASAP, after that I would keep it at ~half the cost of essence/adv exp until ~level 15 and then give it less and less importance.
Reinc bonus is also extremely important, but it's a bit of a late one, so kinda end of this section at best.
If you are a spender and already got all the good soul purchases + saved up 1.5 million souls for arena then synergy potion for 48 hours is a huge speed up after you max out the gear from SZ10 and craft first set of master gems. But for non spender it's not worth it.

When doing a 'plaza perk' run - ensure you are on conjurer main/demonist sub to profit from baby exp of demonist class talent.
Also ensure you use perk potions, early on 1, later on 2. Also ensure you can maintain plaza perk fishing for the duration of the potions.
Usually you want such run once per ~2 weeks for ~12 hours. This means first ~12 hours you play machinist as normal and then you swap into conjurer/demonist.

10) Until ~520-530 the progress might feel a bit slow. Especially the 475- 500 period. But as you grow higher - you are reaching the point where your synergy is getting more and more exp, hence your progress explodes until stage ~610.

11) Synergy gear - only use claw+battery - they have no good alternative slots until z22.
Z22+ I would say stop using it altogether or only use 1 piece, too weak at that point.

12) Make sure you are sitting on 10k quests(or close to it) when you plan to reach 550.
Arena requires you to complete quests to get currency for it.
Arena content
Arena is unlocked after beating stage 550.

As usual - check arena page on wiki for more details if you want them, I will just tell you what your priorities are.

https://wami.fandom.com/wiki/Arena

Arena Start TLDR:
This is a short summary what you should do when you just unlocked arena.
If you want more details - I covered more details further below.

Start by turning on autoquest, hopefully you had 10k quests saved up as I told you.

Next go to Arena Shop > Soul Shop and buy all the perma buffs you can with priority of Rewards > Damage > Skills
While you are in the shop - feel free to check out tabs but the only tab you will need for a long while is 'star' one.
In star tab you will want to keep buying Quest Token > Arena Token in this order. Once they are lvl 2+ you can throw a few cheap points into quest timer but then go back to finish token rewards.
Those will massively boost how much you can arena per day.

Now go into skills tab.
All your excess mana should be spent here. Right now you likely have nothing to spend mana on so leave just a bit mana into spells and put the remainder here.
What to spend it on? Always spend on AT LEAST 2 skills. 2 skills is kinda optimal early on.
Focusing one basically loses some potential value. 2 is full value. Spreading more stuff is more of a QoL but early on you want at least SOME bonus, hence 2.
Which skills to do? Generally one on each fighter, whichever takes lowest time, doesn't really matter. That's the gist of it for a while.

Now it's time to check arena fights.
There are 2 options for each fighter.
As you start arena - you are too weak to do champion one efficiently unless you have both damage upgrades.
If you got x2 damage upgrades - I recommend early priority being:
Monster Pit Warrior > Champion Pit Warrior > Champion Pit Shadow > Monster Pit Shadow
First monster pit is more efficient at token reward, champions are for permanent damage increase which adds up over days.

If you don't have damage upgrades for souls - consider starting with x1 Monster Pit for each fighter during first day and waiting for next day before swapping to pattern above. On first day it's best for shadow start with monster pit, but afterwards champion pit takes higher priority since shadow gets less tokens anyway, so if you ever miss a monster pit on shadow - it's not as critical.
Don't neglect champion too long since it's a permanent damage increase.

Early on shadow is super weak, so it's lower priority but you do need to start building it up, so you can't really ignore it entirely due to prices being increased.

Basically if you had x2 soul upgrades of at least damage + rewards AND saved up 10k quests in advance - you should be able to follow the pattern above with full time autoquesting all the way until you get quest token upgrade which improves your income of quest tokens and hence allows to upkeep that pattern even longer.

Arena entry prices and which arena to use:
Entering arena costs special currency which you gain from completing quests.

There are 2 arena's you can enter with 2 'classes' - warrior/shadow.
One is Monster Pit - infinite entries but increasingly high cost to enter it.

Another is Champion Pit - always 1k per entry, bigger rewards including permanent damage increase for your fighter. BUT progression is 'kept' until daily reset. Generally you only want to do 1 per day due to that. And that 1 entry is very high priority.

So how do you spend arenas?
Generally highest priority is to ensure you can enter Champion Pit with both classes once per day. HOWEVER if you just unlocked arena - check the TLDR section, basically you are likely a bit too weak to profit from champion entry. But this won't last long until champion is mandatory.

After that a balanced amount of Monster Pits. An amount you can maintain 'daily' based on how many arena entry currency you can get.
You will likely start with 1 entry of both fighters per day and quickly move upwards as you upgrade your quest to arena currency ratio in arena shop.

Both of those reset their cost/entry when daily reward timer goes back to 23 hours.

Arena Skills:
Arena skills are your main dump of mana after you cap your spells easily. Which will happen really soon.

If you want details on how they work/stack - check wiki, but what you need to know is that you want to spread your mana on at least 2 skills to be efficient. Don't put everything into one skill.
You can do more than 2 for QoL, but that means you are getting actual effects slower and it won't increase efficiency further.

Generally you level the 2 lowest time ones, 1 on each fighter. Exclusion is probably war crit damage, which is a bit useless early on.

I generally always focus the same line on same warrior for same amount of time. This includes crit damage/freeze duration despite those having different time requirements. I usually stop that line based on freeze duration.

Later on you can start skill investing into more than 2 skills since singular effects will makes less of an impact. And the times will be much longer anyway, might as well have it more 'relaxing'.

Shop Priorities:
If you have been saving souls like I told you to - it finally pays off.
Buy all 1.5 million souls worth of upgrades. If you don't have enough - Reward/Damage > Skill is the priority.
If you didn't yet buy quest timer -1 minutex2 from the regular soul shop then it's even more important however.

Arena token purchase priority:
Start by buying stuff that improves arena potential gains. Think of it as stonks. You give up slight power short term but gain massive boost long term.

This means going into 'star' tab.

Quest Token > Arena Point > Quest Timer is approx priority, but it changes a bit after first 2 purchases of quest token/arena point.
Due to how high price modifier is for quest token and how 'true value' of it decreases while true value of 'quest timer' increases - you want an approximate of ~7-8 quest timer after level 2 quest token. And then fully finishing timer after level 3 quest.
Arena points should stay at 2 until you max quest timer. After that do arena points 3 > quest 4.

After that it's probably Warrior Damage 1.

After that I would say throw some points into cheap few levels of page 1 before finishing arena points 4.

Fishing bonus is really nice to push more stages. HOWEVER I only advice it once you are at stage ~660-665 to help push 670 as it doesn't really do anything important before that.

Once you are done - Page 1 is pretty fast for most bonuses aside of vats/training exp. Cheaper shadows is a bit expensive to max too but you don't really need to max it before Darkness on stage 760.

You are kinda 'free' to spend on page 1 in whichever priority you prefer. But general idea is yet again not to focus too much on one thing due to dramatic increase of costs. Rather spread it with slight priority on some bonuses you feel profit you the most.
I personally prefer focusing more on trophies as it's essentially the most time restricted feature that doesn't improve much in any other way.
Unequipped equip bonus becoming up to 20% is very good since it's not only cheap, but also much better than it sounds since it works on gems and adventure stats as well, so think of it as minion stats on top of every other bonus.

You do NOT fully complete page 1. Vats and training are too expensive to max. Instead finish some cheap/better bonuses of page 2 like classes exp, slime level reduction and sanctuary level.
Sanctuary level is pointless by itself, you also need trophies.

Late Arena:
Always do 1 champion pit daily. Should be priority if you are low on time.

Shadow keeps becoming stronger infinitely, so instead of keeping entries equal - you will want shadow getting more and more pits done in comparison to warrior.

Runs can be long but e100 exp makes them MUCH faster. Still consider nuke if you are certain you don't have time.
Stage 550-670
It's a huge gap of stages but not too much is happening.

The progression is mostly exactly same as before. Until stage ~600 the progress is super fast.
And I would say it's still relatively fast until ~625 when it starts slowing down seriously.
Such fast progress is partly due to synergy progress burst, partly due to OPM 4 giving you 2 new spells.
This is the last time you will see such rapid progress, so enjoy it while it lasts.

It's generally NOT worth using usual class swaps until stage ~625 and instead you should be staying as machinist who simply swaps subs since you gain massive amount of power increase each day and getting out of machinist main only hurts you due to that.

A few important things to keep in mind:
1) Start saving up the 3 basic potions you get from daily rewards. You will want up to ~3-4 days worth of time for each potion.
You will need them for final challenge on stage 670.
This will basically drastically speed up said challenge as they are almost the only thing that speeds it up.

Also start saving up trophies for the stage 600 trophy of arena rewards. The faster you get that - the faster you will start getting more trophies thanks to one of arena purchases you will eventually get to.
So taking it is ASAP is basically covering part of the cost.

2) I know you just unlocked arena but once you unlock all soul purchases in arena - be aware that stage 670(synergy v2) unlocks another set of permanent soul purchases worth 1.5 million souls total.
Those are again pretty high priority, so once you are done with arena stuff - make sure you start saving up yet again.

3) Your main progressions are now:
Arena - it's not much pure power but it's decent. Early on you get next to nothing from it as you are mostly improving the speed at which you get the arena related stuff.

Synergy - still as good as usual, in fact it's at it's peak until stage ~610-625. You are progressing super rapidly due to it gaining levels so fast and reducing it's own progress bars.
On stage 600+ you will start reaching the point where you no longer are gaining one level per synergy bar fill outside of page 3.
Try to keep last few bonuses leveling as optimally as you can - at first once per level, then twice/thrice etc. Your prime focus is still page 2 but if it's taking too long to level stuff there - swap to other pages. Page 3 will take a while to reach the point where exp is a problem due to how long each progress bar takes so it's kinda a safe place to spend for example overnight time on if your other pages are close to leveling unoptimally.

Perks - you still want to update page 3 from time to time. Due to how fast progress is up to ~610 - sometimes do 'small' runs without full dedication, simple demonist sub with baby exp cooking for an hour or two.

Alchemy - to a lesser degree due to how long it takes to improve mixes at this point. But don't neglect to keep double mixing the important stuff there and occasionally doing bursts of minor prestiges.
You should be able to mix 10/s without slime and without cooking by now.

Slime Lab - don't forget it exists, make sure it's running 24/7. You should be able to invest enough food for it to last essentially 'forever'(for as long as you will play) at this point without ever visiting this tab ever again. Or be at least close to that point.

Do not neglect demon essence and phoenix reincarnation upgrades. If you maintain necromancer perma class talent(for now it's still worth since a lot of other things aren't needed yet) - demon essence becomes a very serious source of reincarnation bonus.

4) You should be able to craft final gem set either soon or already.

5) Don't neglect challenges - you should complete OPM4+Real Estate 5(provided you got gold slime) at roughly stage 560. OPM4 is a pretty huge boost to stages as you unlock final set of spells tier 2.
Just ensure you have some generator stacks ready for when you start those. So probably worth having 1 day gap between those.

No Reinc4 at roughly stage 580. Don't forget to buy mana cap.
You should have ~e30 mana cap and ~e27 mana refill/power - that's when you know you are ready to do it relatively fast.

Real Estate 6 - don't hurry too much with it, only do it once you can reach ~e74-75 gold comfortably outside the challenge. Can be done earlier but you don't want to waste too much time on this as reward ain't much.

6) Make sure you are progressing baby exp permanent bonus in fishing until 900% perma by fishing calamary for crafting exp %.
Upkeep the bare minimum of other important fishes. Likely essence/drop and rarity/class exp only. Maybe training too.
This helps both now to press page 3 faster AND in the future when baby demons get 4 more super expensive bonuses during this section.

7) Due to how rapid stage progress is when you are at ~550-610 you might have problem pushing adventure fast enough to maintain latest zone, that's normal, don't worry.
Stage progress will slow down considerably afterwards so you will have time to catch up.
Adventures might seem hard but don't forget you can reach insane crit/double values.
By stage ~600 you should finish crafting final set of gems, along with perk 3 purchases you will likely reach ~75-80% crit chance and ~60-65% double hit.

If you still find adventure hard - consider cooking crit damage and maintaining it until you get all gear pieces which should certainly make it fine enough.

Closer to stage 670 you will certainly be done with arena bonuses related to adventure. This is enough to make even T4 be rather reasonable chances, especially with how slow stage progress becomes.

The important changes occur at:
Stage 600 - dump bump + new trophy set.
In dump bump it's very important NOT TO SPEND SYNERGY ENERGY! Synergy V2 will use it and is extremely important to your further progress.
Dump bump is honestly extremely tiny impact for now. It will only get better much later, for now just use it to dump some useless resources while keeping bonuses +/- at equal % and reset it when possible.

New trophies have a very good Arena Token trophy. Also syn energy ones too. Albeit that one is a bit lower priority since you want to get more speed caps of synergy first. And the energy itself will only start profiting you once you get v2 synergy in 670.

Stage 625 - build a slime + arena nuke. You should work towards building 'perfect slimes' based on my slime section part 2 priorities. Slime priorities change a bit too.
Feel free to read the tiny build a slime section for a bit more details.

Arena nuke is only worth if you are really idle and know you got no other choice. Otherwise it's super inefficient.
Eventually your dark shadow monster pit fights will last a LONG time, so it might become more useful depending on your time available.

Stage 650 - new baby demon boosts + first step infinite challenge.
Baby demon boosts are kinda... so so for now. Too expensive at this point. But as you get closer to end of content - those become viable to use.

Infinite challenge is important. You should ALWAYS be in infinite first step challenge unless you are about to reach new important stage unlock. Or unless you are pushing some other infinite challenge.
You lose basically next to nothing for being in infinite first step. Yeah, you can't do as many stages, but that barely matters since max stage doesn't really impact your reincarnation bonus much at this point.

Stage 670 is when you get hardest challenge ever unlock and hence also potentially new world boss and synergy v2 via it's completions.
You should do them instantly even if you were unprepared for them(didn't save potions like I told you to) as almost nothing works in this challenge out of bonuses.
The only thing that works and is worth mentioning - extra shadows from arena. Those are actually pretty solid bonus. Ensure you got at least a bit under half done with that one. But don't stall just for that either.
Dump Bump
The most important tip of dump bump is to not be fooled by it.

Do NOT sacrifice the synergy energy as it's a huge trap that would cripple your progress in syn v2 once you unlock it.

Other than that - all other resources should be sacrificed after giving a bit of dedication to getting them with a build for that resource unless it's done fully passively.

Dump Bump is a very tiny bonus early on but it will eventually get going and become quite meaningful/massive as you progress the game and get more bonuses towards it via other mechanics like trophies and arena.

You can 'reset' dump bump every 6 days by default but there are sources of reduction to this time.

Resetting it basically converts a % of your temporary stats into permanent bonuses.
All costs and temporary bonuses reset afterwards.

Temporary and permanent bonuses are MULTIPLICATIVE with each other, hence despite values being small - they are actually more powerful than you might think once they get into decent values.

How to spread dump bump?
Roughly equal bonus % is your goal because off/def depends on total upgrade amount. The good bonuses cost more to make up for how good they are, so reaching same bonus % will cost more for them, hence same bonus % is generally a good aim.
You could technically prioritize the good bonuses like essence a bit and give lower priority to less useful stuff like mana power/gold, but it honestly is not a big deal and every stat helps a tiny bit somewhere.

When to reset dump bump?
Honestly just go for it whenever you see it not in cooldown unless you plan to get some bonuses for dump bump really soon.

It's generally not a big deal if you miss/forget dump bump reset early on(as long as you got temp bonuses bought) - both the timer AND power per reset ratio is massively improved via other content, so whatever you get early on will be literally nothing in the long run. And it won't even make that much of an impact to the overall progress.

Eventually your permanent bonuses will be massively more powerful than temporary ones.
Build-a-Slime
How it works:
Instead of recycling for 'essence' you can now choose to recycle for 1 stat out of the stats that the slime has.

Every stat you recycle in such a way is 'banked' for future use.
You can't recycle '+' of a stat, instead you need to have 2 of that stat recycled in total if you want that stat to be + when crafting it.

The value of stat you recycled and the tier of slime you recycled from doesn't matter at all.

Crafting slime:
For the crafted slime only the base level matters. Base level of slime still matters for the amount of slots you can use as usual.
The tier of slime you use does NOT matter.

You can select any slime you own and craft based on that slime base level.

This will 'reset' that slime fully and turn it into a 'special' slime called 'Frankenslime'.

Oh, and it's important to notice that the juice amount requirement is ALWAYS a day worth of your juice income, so you want to NOT push juice income too frequently if you want to hoard for multiple slimes.

The essence is based on highest prestige essence gained. Yet again - best time for slime adventure update is AFTER you built a bunch of slimes.
An example of what you need is 240 slimes recycled for base stat.

Crafting can make a ++ stat, which takes up 3 slots in total. Not worth it early on for most stats, I would say only worth with 6 slots.

Making a slime with ++ stat multiplies the cost of both juice AND essence by 4
Nothing else changes the cost.

Slime building strategy:
Generally speaking you do the following:
1) Hoard all the useful stats you will need.

2) Hoard essence/juice WITHOUT improving the adventure stats. Simply do an animist class 6 prestige autorun once per 3 days and spend nothing from it.
Unless you got some HUGE upgrade possible of course for alchemy vats + adventure.
But that will happen ultra rarely. Once in forever you update those.

Ideally you want enough for MULTIPLE slimes to begin with.

3) Update slimes only when you get new slots. The levels barely make any difference due to HEAVY diminishing returns after soft cap. Even a few hundred level gap is likely only a 5-10% difference at this point.

4) Generally try to avoid ++ until you get to training 500+ and are able to finally get the 6 slot slimes.
New Baby Demon Boosts
Has uses eventually, but generally those are fully useless early on when you unlock them.

1) Synergy energy generation - most important one, will be much better than actually investing baby demons into synergy v1.
This is main reason we are working towards 900% baby exp cooking.

It's important to note that you don't want to be ignoring synergy entirely - you need to update it from time since energy you gain from this baby demon investment does NOT increase the amount of energy you gain from it.

It's important to understand that for best 'energy gain' from regular synergy to boost this - you need to spend demons on latest synergy progress bar you have 'soft capped' for the most efficient ratio.
BUT it is also important to understand that game works on 'tick system'. Maximum is 'black bar' so to say, which is a progress every tick.
It's easy to notice when this happens if you invest a lot of baby demons into cheapest synergy. Any demons you invest beyond that are wasted.

But that is not all.
When investing into final soft capped energy bar you have gotten to - you usually can't just invest 'every demon' or you are very likely losing out on value.
The reason is yet again because of 'tick' system.

Here is an example of how ticks are calculated:
To 5 tick essence(synergy sin tab), the math is the progress (11,000 - final softcap) divided by the trophies (up to 1.15 if you have newbie+pro) divided by 5, which turns out to be 1914 baby demons(always round the final result up).

Now to 4 tick essence you would need to do same but divide by 4 - this means you need 2392 baby demons.
This means if you invest 2391 baby demons - you will be getting exactly same progress speed as if you were investing 1914. That's a potential waste of 477 baby demons.

There are some calculators out there on discord which simplify this, but it's honestly quite easy to manually calculate as you don't need to do it often.

Let us assume you plan to unlock Pomos and are planning to use 'sin' energy type for that.
This would mean you realistically want to mainly use 'Essence'(as conjuring bonuses are very likely not soft capped for you) for optimal energy accumulation.

Let's say you have 2500 baby demons and you have both 'synergy progress' trophies.
This means maximum you can do is 4 tick essence.
This means 2392 baby demons go into essence. Remainder can go in previous energies - hardly matters which ones as it's relatively minor gains in comparison, you can even spend them in some proportion if you wish to.

2) Dump token - not really worth it until much later when you get dump bump bonuses from loads of content.

3) Training exp - I wouldn't bother with until ultra late game. And even then it's kinda optional'ish and mostly only for fun as content kinda ends.and the main use of it is because it can grow training levels 'infinitely' at stable pace regardless of training level.

4) Arena tokens - nigh fully useless IMO. By time this is usable - you are kinda done with most important stuff from Arena. Considering this is ONLY tokens, it literally does next to nothing at that point. You can push infinite arena purchases but that shouldn't really matter much.
Infinite challenges
There honestly isn't much to tell.

Once you unlock them - it's usually easy enough to do at least a few.
Unlike normal challenges - they do NOT remove anything at all. The only thing they add on top of regular reincarnation is a certain penalty. Which in most cases is not even really impactful to your normal reincarnation progress.

The bonus from those isn't huge but it isn't a total joke either.
The bonus is always TRUE 10%. It's 10% from previous % basically. So it technically always gives SOMETHING.
That being said bonus is not huge enough to 'try hard'. It's more of a bonus that 'if you can instantly get - why not'.

For first step - it's usually worth to ALWAYS be in first step infinite if you min max. Unless you are pushing new stages.
First step has essentially no penalty that matters(outside of new stage unlock pushing) so there is essentially 0 point not to be in it.
But if you are lazy - you can skip that too, not a big loss.

Other challenges are unlocked every 25 stages after 650 up to 775 for a total of 6.

For other challenges - just try them out and push them if they feel easy enough to complete.

Some have pretty useless bonuses like gold which will never really play much role.
Some have pretty godly ones like essence.

It's easy to figure out if you can beat a challenge or not since all require stuff that you can't really influence much actively. So you just try it out and if it doesn't get completed automatically by time said requirement stops growing in meaningful speed - it's not worth bothering.
You can min max but that's like ~1-2 extra challenge completion most of the time, hardly makes a difference.
Stage 670-800
Not much is happening after 670 challenges until stage 760.

Some advice:
1) You likely are still working on arena/synergy v2 soul purchases, right? If you were reincarnating daily - you likely are not too far from being done with both.
Well, be prepared that by 760 you want ANOTHER 1.5 million souls.
This is the last time, I promise. But... yeah. Basically this is another very high priority souls investment.
After you get all those total of 4.5 million worth of soul purchases done your soul spending will be much more relaxed.
You will mostly be spending them on potions, maybe mopping up some next to useless regular shop upgrades for fun too.

2) During hardest challenge ever - put all babies into 1st tab of synergy. It gives best energy gain efficiency and that's the only effective thing you can get since you will get no synergy exp.

3) You start this section with ~3-6 days worth of challenge you NEED to complete ASAP during which adventure gear does not work at all aside of drop/rarity and power. So basically you want to full focus that.
You will unlock new world boss really fast. And you are likely 410+ minion level already, so you are not only ready for 1st drop but also quite close to 2nd.

Once challenges are done I highly recommend rushing with beastmaster(at least sub) to reach 421 minion level ASAP. Should be ultra fast to reach 421 with speedup+beastmaster+crit damage cook.
Save scumming both of those drops is pretty big boost.
Z25 chaos/exotic gear is also all amazing. Hat is also decent. Your only meh equip remains weapon once those are done. Will get fixed with z26 exotic being weapon.

4) You will be reaching cultist level 950 ~stage 690-700 assuming arena class exp is maxed. You can be a bit lower level initially since you can always spend more time on cultist.
This happens at approximately same time you can get 1 'tier 5' class talent.
You can do quite a huge push if you take 2 talents for the dungeon.
What you need to do is first have conjurer perma talent 5 for a massive baby demon boost(make sure to reincarnate to actually profit from it) but then reset and do both talents of cultist and let his perma be tier 5.
This should be done ASAP once you think you can easily reach cultist 950. After that once you swap back from this cultist talent build you can kinda ignore dungeons since you won't ever get any progress in dungeons outside of this build. Extremely convenient if you don't have dungeon auto.

5) Early into this section extremely important part of progression is synv2. It's what allows you to rush to 700 relatively fast. By relatively fast I mean ~1 stage/day, as without syn v2 progress you will likely be stuck for much longer.
Which is when you get new bunch of pretty powerful trophies. Not to mention stage 690 meaning you can relatively easily reach minion 441 and get a new mount. Mount massively improves profit you get from dump bump content.
Your goal is basically to get ~20-30 starting comos and after that purely focus on unlocking new synergy types and buying 1 of said synergy type and then saving energy for the next type.
Read synv2 section for more details.

6) Manually assigned demons are at their absolute peak early into this section due to cheap and massive boost from synv2 shop. A balanced off/def for example will likely give you a few extra stages, focusing exp/mana refill when you do those is also a must.

7) If you are about to reach new unlock stage(1 stage away) you want - do not hesitate to push for it. For example you can put some tokens into infinite arena shop off/def, you can do some special cooking, you can buy some more demon power from syn v2 and such.

8) 700-760 is mostly empty of new content. While technically you can get master class at 720, practically it will happen much later(~740 most likely) even if you were upkeeping class exp cooking full time. Albeit before 760, Read the master class section once you are about to reach it. But those aren't too important for now.
However master classes don't really add much to your progress.... They do almost nothing to be exact.
By far biggest spike to your development at this point is unlocking Pomos.
It's a very solid constant boost to progress speed in content in general which allows you to keep going further at better speed than you used to.

9) On 760 you unlock darkness. It does not profit you much for a while but it's something you work towards anyway. If you keep playing beyond end of content - darkness will be a huge progress boost however.
It's your main way to use shadows from now on.
Check darkness section for details.

10) Your final goal is 800 and endaverse which yet again has own section.
There aren't much tricks to reach 800, even without darkness - pomos will eventually push you to 800. And closer to 800 darkness will surely be helping too, you will certainly at least get a few stages from off/def alone + a few from blackholes.
Technically you aren't in too much hurry to reach 800 if you want to ever finish maxing zone 29-30 gear. You have reached essentially the limit of drop rate/monster rarity so it's simply a matter of waiting enough to max those sets out.
That being said if you reach 800+ without maxing those - it's gameplay wise smarter to stop bothering with those beyond unlocking.

New content unlocks:
1) New Hardest Ever challenge(670) + new world boss(challenge 1) + synergy v2(challenge 2)
Challenge and synergy have own guide sections.
World boss is simple - it never becomes stronger and is defeated at fixed speed based on total level of 2 fighters in arena. Becomes quite fast as you level those.

2) Infinite challenges at 675/700/725/750/775
Not much to tell aside of just updating those from time to time when they feel easy.
Check if you can do one instantly or nearly instantly and don't bother if you don't.
675 you can still do instantly, the next ones are usually much harder. Generally check the requirement and check what you have in 'real' run. First few challenge completions barely give any penalty so reaching the goal in real run is more or less completing the challenge initially.

3) New trophies at 700 - a lot are rather high priority that you would likely want to focus on as you likely have all other higher priority stuff bought by now thanks to massive increase in trophy gains.
Consider saving some points for synv2 stuff if you feel like you are mostly done with useful stuff of pre 700. Those are pretty huge value for relatively low amount of points.
You need up to 12k points for all 6 of those.

4) First Master class at 720, second at 790.
Well, assuming you got enough levels in classes. The first master class is almost impossible by 720.
More info on master classes in their own section.

5) Darkness at 760.
The last truly big feature which is the main goal of this stage gap.
Has it's own section.
It's more of a means to infinite progression rather than actual power boost here and now.

6) Second master class at 790 if you got the level requirements done.

7) Final trophies at 800.
Has some good stuff for darkness.

8) Endaverse Adventure + World Boss.
Both are 'infinite growing gear'. Those start weak but keep growing infinitely and have some unique bonuses too.

Adventure has 2 sets of regular gear. Each piece of gear is exactly same stats depending on set.
So at this point you will only ever be using 2 loadouts - one of each full set.
The bonuses on sets are spread pretty smartly to allow you to mostly sit on one set.
One set has basically almost all the good bonuses you want to ALWAYS have on you.

Another set has all those 'optional' stats that help if you slot them for a few minutes per run at most.

World boss drops ONLY mount.

And at this point you are kinda 'done' with the game.
Sadly game is not finished and likely will never be. So ultimately everything leads nowhere. At this point you got all content unlocked and the only thing left is basically having numbers grow up.
Hardest Challenge Ever
This is a challenge where almost none of your bonuses work basically.

Due to that there is essentially 0 reason not to do both instantly the moment you unlock them, as those are simple time wasters you can't get around in any way.

There are 2 main things which help:
1) Potions - you want all 3 basic potions for full duration of the challenge.
If you were listening to me - you have been saving those up.

2) Cheaper shadows from Arena shop - those still work unlike most other bonuses.
Since your dungeons are reset - more shadows means more dungeons you can push. And since your total dungeon amount is low during this challenge - each extra level actually has decent impact.

If you got pots + shadows from arena and are somewhat active:
First challenge should take under 1 day(likely ~14-15h)

Second challenge will always take around 2.5-3 days.

Pots are ~50% speedup to true progress.

First challenge unlocks World Boss, second unlocks synv2.

If you need some help on what to do during challenge - I will give most important tips here but there is a bit more info on wiki:
https://wami.fandom.com/wiki/Hardest_Challenge_Ever_1

Most important tips:
1) BEFORE YOU START CHALLENGE:
Remove mana from arena
Disable Gathering essence investment.
Use up your gen v2(so it's not wasted as much)
Ideally save a bit quests for this challenge. Does not need to be much but some is good.

2) Dungeons - out of those which start on level 1 - meditation and spirit refill are FULLY USELESS. The other ones help. Reincarnation however is too expensive/not worth for challenge 1 so ignore it during it.

3) Gen v1 - doesn't help too much but don't neglect it. Initial charge is ~10% into reincarnation.
Then mana refill then mana power. Then exp then dungeon gain then gold.

Off/def only really matters when you are about to end challenge for last extra oomph.

If you have loads of shadows and use potions - don't bother using much charges on challenge 1. Just reinc + mana refill is good enough. Challenge is kinda almost autocompleted by pocus 2 alone at that point.

4) In town:
The quarters/pens/pagoda are fully useless, so always keep them auto disabled.
Other buildings have use but sanctuary/temple are not too useful, so I recommend manually buying some cheap levels into those while having them disabled.
House is something I also disable auto and purchase ~5-6 times manually.

5) Conjuring - left tab you want to auto everything. Albeit you might want to pause it for some period of time to get some initial spell levels to help you start efficiently questing early.
Right tab - disable auto for labim and below. Too long. You can consider labim very deep into challenge 2 however. Not really making much difference between bothering with it or not.

6) Things that don't work when they feel like they should work:
Adventure gear does not do anything, so use the highest drop/rarity one to farm the new 670 zone.
Cooking does nothing despite you being able to cook and time passing. So don't bother with any cooking at all.

7) Questing is optimal gains, you want to be doing it non stop unless updating max stage.

Approximate goals:
Challenge 1:- your goal is to reach enough mana cap for pocus 2 conjuring. This guarantees being able to beat it in the reinc in which you got pocus 2 by staying in it long enough and using generator 1 into off/def of ~35-40%.

Remember that you need ~600k mana cap higher than mana cap requirement shown! This is due to minimum you need to 'keep'. So let's say you have 4.05m cap as requirement - you will likely want 4.65m cap in reality. If you mess up by a little - don't worry, just buy exp cap, it applies immediately without reinc.

Before aiming for pocus 2 - make sure you reach dabra 2. In the run where you have dabra 2 - pocus 2 cap shouldn't take too long to reach.

If you got potions and maxed arena shadows and doing everything right/very actively - you will reach required mana cap for pocus 2 by ~9 hour mark and complete challenge by ~14-15 hours.

Exp spent:
3 unique bonuses, ~600 mana refill, ~450 mana power, rest into exp cap to reach pocus 2 cap faster.
In the final reinc after that put remaining exp into mana power as that's the only thing that matters at that point.

Gen v1:
Reinc ~10%, Mana Refill/Mana Power ~10%, off/def ~35-40%
That's 5 charges, approximately the amount you can spend based on challenge time with 2 hour gen recharge. You don't really need more than that.

Dungeons:
Off/def, mana, conjuring cost, exp, essence approx equally early on. On final challenge full focus on off/def once you are done reaching the next floor you are close to in each dungeon.

Town:
It's important to disable auto in town for everything aside of school/enchanter/tailor/altar(you likely won't reach this one anyway) after you got some initial levels into all other somewhat useful stuff.

In final reinc you want up to ~5-6 schools and 2 enchanter/tailor.

Spells:
Until final reinc your hardest spell tier is phantom soldiers.
In final reinc where you got pocus 2 - get ~7-10 levels of phantom soldier tier and then swap into animated blade tier.
Once you get animated blade tier spells level 1 - you will likely complete challenge or be super close to it. If you are super close - consider more levels into phantom soldier spell tier and check town for school/enchanter/tailor levels.

I personally finished at animate tier level 1, phantom tier level 14, gen v1 off+def ~35-40%, off/def dungeon 21(full focus it at certain point), reinc 153%, school 6, enchanter 2, tailor 1(tailor 2 would take too much extra time for me so I bought school 6 instead, but if you seem a bit too far away - tailor 2 is certainly better idea first)

This ended up just barely doing 150.

Boss has 58e12 off and 29e12 def with temple 4.

Challenge 2:
Honestly this is much more of a waiting game compared to challenge 1.

Try to reach the same point as you had to beat challenge 1 ASAP.

After that you are mostly afking and doing all remotely useful gen charges once. If some is really far behind - consider updating.

The only reinc you should consider before readying for final one is ~8.5m mana cap for sesame 2. And even that one is optional if you are busy, it's just barely better than simply going for final reinc from ~5m cap.

The goal for when you start 'final reinc' is ~200-215% reinc bonus and ~17.5-20m mana cap. This is enough to 'finish' it. Going higher than that is a waste of time, this is approximate sweet spot from which you will be able to finish it optimally.

Goal before you reach final reinc:
~1.3-1.5k mana refill(high priority on that before touching mana power much as mana refill is what helps you raise cap faster), a total of 5 unique exp purchases(last one costing 16m exp), a bit into cap(~500k-1m is pretty cheap) and the rest into mana power.
Make sure you focus on reinc dungeon ~5-10 hours before you plan to do final reinc. It's kinda optimal since it's an extra multiplier and it's not too long for first few levels. I would say reaching floor 4-5 is the goal. At least 3rd for sure.
Also around same time you start those reinc dungeons- do one final gen v1 charge into reinc(unless it adds less than 15% of already existing value) and do NOT do any more gen charges in this reincarnation.

Goal when you are in final reinc:
Simply invest all exp into mana power, mana refill is useless at this point.
On final reinc - the only dungeon you should be focusing is off/def.
Disable useless buildings and conjures, most stuff won't help in final run so don't waste time. Focus on mainly power boosters.

Maximize time spent on Animated Blades spell tier. Unlike in previous challenge - you will need many levels rather than 1.
Next spell tier is not viable at all.
Synergy V2
As usual - for more details check wiki, I will as usual offer advice instead.
Honestly content is much more simple than it looks at first glance.

https://wami.fandom.com/wiki/Synergy_V2

Starting out synergy v2:
Hopefully you did as I told and saved up souls + synergy energy as without at least synergy energy this content does nothing....
So if you dump bump'd your energies - you can do literally nothing until you get this energy back.

If you didn't waste any - you have got yet another content that can start power boosting you immediately.

Unlike arena - assuming you kept energy and had souls - synv2 will start profiting your other content by ~day 2 at relatively noticeable scale.

First go to Soul shop purchases:
It's in shop > S tab
The priority on those is same as chaos(stage 700) trophy will be: Refined > Pure > Exp
Albeit for trophies I recommend all newbies first in this priority. Then all pro.

Now let's start with the actual content - Visit exchange tab
As you can see - there are a total of 4 tabs, but 3 of them are locked.
Simply buy as much comos as you can for now. You likely end up with 25-50 comos unless you dump bump'd it. This is enough to have a pretty rapid progress.

The other 3 tabs are locked behind 'mech' which I will explain later.

Next important tab - Converter.
Put all comos you exchanged here.
Don't worry, it's NOT consumed this way.

All comos you have will generate Refined Resource. And all refined resource will generate 'pure' resource.

There are diminishing returns, so 1 comos will generate only ~half of what 4 comos total will generate and so on.

All tabs are clickable for details in here.
The important tabs are T(tiers)/L(levels)

Levels are basically done passively, nothing you can do about that.

Tiers however are something you have to do manually. It costs a certain amount of resources(cost scales obviously) to get a 'true' 10% b onus to generation.

If you are bad at math - don't worry.
Export your game - tier up and see if number generated(in the tab below it) went up or down. If it went down - import. Simple as that, no brain required.
General rule of thumb - you want to have value of roughly ~4 times higher than the requirement for it to be okay to do it.

Now onto final important tab - Mech tab
Mech tab kinda reminds of a miniature version of synergy v1.
Except without all the complex mechanics and diminishing returns.

In fact Mech is infinitely multiplicative. So each level you gain here is TRUE %. Levels are much harder to get however as they simply exponentially cost more and more exp and the cost scales really fast.

Everything in this tab is ultra simple.
Any 'pure comos' you invest here is NOT consumed. Each gives a flat +0.1 exp per second by default pre bonuses.

Reaching level 100 unlocks next tab. Once all are done - new synergy type is unlocked.

And that's kinda it for the synv2 feature. As I told you nothing complex.

Only one more tab remains - Shop Tab
All costs here are in Pure COMOS(the first synergy type)

This means all other pure resources have 0 use aside of the mech tab and the only 'consumable' pure resource is Comos.

The shop itself is very similar to arena one in what it gives you.
You got 2 main pages with limited levels + ultra expensive infinite 3rd one.
The costs however are ALL multiplicative rather than flat increases.

This means stuff that has few levels is generally much cheaper to max out.
This is kinda nice since the best stuff has few levels. The juicy bonuses are as usual trophies, adventure items(can get unequipped bonus up to 25% now), even more quest token gain and even more adv stats/drop rate.

Sadly this also means there is not as much 'strategy' to this shop as focusing something too much is pointless. You obviously give the juicier stuff bigger priority but in the end due to how costs scale you likely will be +/- at the same cost of everything.

I would say start by always keeping ~50k pure comos in mech,
Past first few shop purchases especially if you gather enough energy to buy next tier of synergy - give purchases a pause and invest fully into mech to unlock next synergy type, shouldn't take long.
Grow this number as your shop prices increase, I generally keep working with approx the amount of price I buy for once I am done unlocking the 2nd synergy type.

Synergy past the 'starting out'.
Generally not much extra to tell.
Your goal like with synergies is to unlock new stuff. So you level 100 in each bonus as priority before thinking about going past level 100 with something.

Remember how there are high diminishing returns for each synergy investment, so getting even 1 is a huge deal to start growing your resource machine.
This won't work for final unlock as it's very expensive however and even getting 1 there takes a long time. But up to Atomos you shouldn't take too long to get enough energy.

Generally during progress of unlocking new types:
Ignore comos if you have ~20+ > get 1 Romos once you unlock it > save for 1 Atomos by heavily focusing one resource and unlock it ASAP.
Working towards 1 Pomos might take a long while. Sin energy is the best one to focus on. Up to atomos I personally did Cos since it's generally more useful synergy, but for pomos I went with sin for faster gains.

Basically try to save up so you can get next unlock instantly ASAP.
Even with just 1 you will unlock special zones just fine no problem. In fact difference between say ~30 comos and 1 Romos/Atomos/Pomos is only 3 times higher resource generation long term as first week passes. There are heavily diminishing returns in everything so more is not as important as getting a few into everything.

Once you are farming for Pomos with sin energy - I recommend not entirely ignoring the other synergy as it takes LONG time anyway. Just give the other energy types lower priority.
I prefer saving Tan energy on 2nd-5th Romos and Cos energy on 2nd-5th Atomos. Albeit you can throw a bit extra into comos as well in between those.
Sin is saved purely for eventual moment when you finally unlock Pomos.

The requirements for unlockable synergy types Sin/Cos/Tan are:
Romos - 2.5e7/1.25e7/5e6(only x5 higher than Comos, really easy to get a few)
Atomos - 2.5e8/1.25e8/5e7(x10 higher than Romos, getting kinda hard but you shouldn't need to wait too long if you started saving up immediately after 1 atomos, but it will still take quite a while even with full 1 energy type dedication)
Pomos - 5e9/2.5e9/1e9(this one you won't be able to do any soon, will take a while to save up for it)

Priorities of each mech:
Comos - Off/Def and essence have very high priority, always have majority of your comos in them. Gold/Mana Power are lower priority than everything else.

Romos - dungeon bonus is highest priority, demon boost/class exp/arena points are higher priority than other stuff.
Gathering exp is fully useless - you are about to reach the point where you will have it infinitely capped even if you ignore this bonus past level 100. If you aren't online 24/7 then you likely already reached this point since gathering level ups only online and exp otherwise saves up.

Atomos - conjuring/slime highest priority, arena token/synergy exp pretty high priority too.
Mana cap rate nearly fully useless - you are about to reach the point where you won't need mana cap rate anyway. You can theoretically reach the point where you don't even need slime mana cap rate if you play infinitely... but you likely will quite before that as there is no content.

Pomos - Generator/Alchemy highest priority.
Everything else is also extremely good aside of maybe demon essence(too low % for a not too strong stat)/slime essence(meh).

Once you unlocked pomos - you can consider slowly upping some other synergy types but your main focus should always be Comos since it's the shop currency.
Master Classes
Unlocking
Master classes are unlocked at stage 720 - Machinist 1350, Conjurer 1250 and stage 790 - Battlemage 2500 and Demonist 1500.

Ironically both the 'class level' requirements happen at same time. I would even dare say it would be easy to class level the 2nd master class first if it was at stage 720.
So stage 720 one is limited heavily by class levels. And stage 790 is limited by actually reaching 790.

When will you realistically get the first masterclass? I would say not far from when you reach Pomos in syn v2 as it's huge power boost.
You have hopefully spent all your time rushing Synergy Energy to get the new Synv2 unlocks ASAP.
If that's the case - you likely will reach Pomos by ~130-140
After that you need some time for it to build up. Generally don't expect master class to happen earlier than ~140 basically.

Once you got pomos and machinist is 1300+ - you can start using class potions to further speed it up if you want to, there ain't really many good uses for class pots anyway.

So what are the master classes?
Master class is a class that takes 2 slots. It's main class and sub class at same time. Albeit it counts as main for swapping.

2 'traits' from class are permanent instead of usual one. Albeit those start pretty far and are 'low bonuses'. Both class talents are 'permanent' so they always work.

Master Class leveling:
It's important to note that master classes do NOT get increased exp from any regular class exp bonuses.
This means the speed of leveling you see by default is something that will remain +/- permanent forever. At least for symbionist. Voidmancer will start slow but get some decent levels if you play long enough for darkness to develop.

Symbionist gets exp based on synv1 levels + synv2 converter tiers.

Voidmancers based on amount of Antigrav + Blackhole levels in darkness content.

Generally don't expect to get more than ~300 levels from those with current content unless you push really far endlessly.
Even ~300 is quite a long time away, ~ 200-250 is pretty easy however. At first symbionism is the only one you can level but as you develop darkness - voidmancer overtakes in amount of possible levels.

The actual improvement based on your currencies doesn't make huge impact so that amount of levels is essentially a 'soft cap'.

The way master classes work:
Both class talents of both classes for class points are permanent. This means they ALWAYS work.

You have some bonuses as usual. Those are NOT permanent.

You also have 2 traits which are 'permanent' and have hard caps.Those work as other class ones and work full value all the time.
However those max out at unrealistically high levels and don't really give much profit on levels you can realistically reach.

Class talents:
BOTH are perma for both master classes and work at full value even if class is not equipped.

Those are the main profit from master classes early on I would say since those can replace some otherwise 'convenience' slots in favor of something that always helps.

Unlike normal classes - those have 10 levels of traits and the point requirements are even higher to actually level those.

10/15/40/70/125/175 spent.
The level up cost is a flat +1. So 1-10 for levels 1-10.

175 is FINAL, no more raises after that, you can keep investing points.

Symbionist
1) Reduced progress in synv1 by 1% per level. 10% at lvl 10.
2) Increased Pure Comos(main synv2 shop currency) income by 7.5% per level. Caps at 75% at lvl 10.

I would say progress is questionable. You don't get too much from it, but it's something that always works when you do syn v1... so... not the worst.

Pure comos however should be mandatory to always have invested in it, joining a fray of 'core' talents.

Voidmancer
1) Dark matter refill timer decrease by 4% per level. 40% at lvl 10.
2) Baby Shadow Dark Matter Refill creation by 2.5% per level. 25% at lvl 10.

I would say both class talents are questionable. You can throw a few points to get a bit initial value for cheap price. But throwing more than 2-3 levels worth is probably not worth for a long while.
Problem is that all your shadow progress gets massively improved with every purchase of synv2 shadows. So at least until you max those - you are kinda not getting much value out of stuff here long term.

Second one helps a bit with building up darkness mechanic in general, but not by much.
So yeah, throw a few points and forget.

Master Class Details
Symbionist
Gets exp based on synv1 levels and synv2 tiers.

Despite this class looking strong for synv1 - don't forget that you are losing out on generator synergy bonus unless you build it up beforehand by spending some time on machinist/conjurer first.
And even IF you build up - machinist is better due to generator bonus % from the class.
Is it worth bothering with this master class ASAP?
I would say nah, I would wait until much later(800+) to seriously start tackling it.
BUT do not forget that this gives LEVELS(meaning progress towards talent points). So you should certainly rush ~50-75 levels while it's fast anyway.

Regular bonuses:
1)Syn v1 exp - default, 1%/lvl
2)Syn v1 Power - lvl 35+. Starts at 1% and gets 1% every 10 levels.
3) Baby Demon speed - lvl 100+, Starts at 2.5% and gets 2.5% every 25 levels.
4) Synv2 Refined Production - lvl 150+. Starts at 1% and gets 1% more every 25 levels.

None of those seem to have caps.

Permanent bonuses:
1) First bonus with lvl 75: Synv1 progress speed 0.25% per 25 levels. HARDCAP 25% at lvl 2525.
2) First bonus with lvl 150. Syn v2 Refined+Pure Speed 0.5% per 50 levels. HARDCAP 40% at lvl 4050.

Voidmancer
The exp on this one is massively influenced by antimatter levels and black hole levels.
So until you start getting major progress in those - don't bother with maining this class. Which is likely pretty far from when you unlock it if you even keep playing at all.
Once you get darkness going however - it will eventually reach higher levels than symbionist.

Regular bonuses:
1) Antimatter Exp - default, 0.1%-lvl
2) Shadow Cloning - lvl 35+, Starts at 1% and get 1% every 10 levels
3) Baby shadow dark matter cap create exp - lvl 100+, Starts at 1% and gets 1% every 25 levels.
4) Dark Matter Refill - lvl 150+, Starts at 1%, gets 1% every 25 levels.

None of those seem to have caps.

Permanent bonuses:
1) First bonus with lvl 75: Baby Shadow antigrav exp 0.1% per 25 levels. HARDCAP 25% at lvl 6300.
2) First bonus with lvl 149(weird, yeah), Black Hole Exp 2.5% per 50 levels. HARDCAP 40% at lvl 899.
Darkness
Welcome to final major feature of the game.

The ? in the darkness tab explains everything pretty well, so I will just explain what's good as usual.

Darkness tab introduction:
First of all make sure you disable auto dungeon in settings if you have it. The only time you do dungeons from now on is during the time you select talent to push it... and that shouldn't be done often and neither there is point to spend full talent time on it, likely a day at most, probably less.

'Cloning lab' tab:
For starters put all 'adult' shadows into 'shadow cloning'.
This creates 'baby shadows' which can be spent on the bottom 3 tabs.
This one is most important but gets progressively harder with each baby shadow you create.

The other one is 'dark matter cap' which is 0 by default. But until you get dark matter refill - it's pointless to raise it. This one is always 5k to progress. It's consumed for black hole aside of serving as actual dark matter cap.

As for baby shadows:
For now put all baby shadows into 'dark matter refill'. It's not only refill but also currency for some upgrades. Always stays as 10k exp.

In this tab the only thing that resets is 'dark matter'(cap does NOT reset). The thing you gain passively once you get dark matter refill and dark matter cap.

'Anti Gravity' tab:
Bonuses to actual gameplay.
This tab uses dark matter to generate experience for bonuses. Does not actually spend it.
By default those reset on reinc but there are upgrades eventually to make those stay through reinc.

'Black Hole' tab:
Another gameplay bonus tab.
This one is fully kept permanently from get go.

Uses dark matter to CONSUME dark matter cap.

This one has same bonuses as generator v2, which makes it pretty powerful. But bonuses are 5% additive per level. So basically it's pretty strong early on but gets progressively weaker since requirements only increase while actual value per level only decreases.

'Upgrade + oninou feeder' tab:
Oninou feeder is the soul shop. Just as I told you - another 1.5 million souls to spend.
If you don't have enough souls for them all: Priority is 1>2>3
3 in particularly is not a big deal for a while since it boosts the anti gravity tab progression which hardly matters for a while.

Now onto actual upgrades:
Most consume dark matter refill. Some page 2 ones consume actual dark matter.

Page 1 is fully dark matter refill costs.
Despite being page 1 - this page is actually low priority.
The main upgrades are basically keeping anti gravity tab upgrades permanently.
The 2 bottom upgrades aren't too important and more of a late darkness QoL.

Page 2 main upgrades are for different actual game features. Those consume dark matter. Considering that if you
Page 2 bottom upgrades cost dark matter refill and are your goal. More a bit to the bottom in 'starting out'.

Darkness starting out:
It's extremely important to note that regardless of what you do - it's mandatory to put all shadows/baby shadows into same thing. NEVER split them.
The reason for that is how exp gain works. Every shadow multiplies exp gain further from previous shadow value.
This also means that every single new shadow is progressively more important. You should have maxed trophies for shadows + arena + as much shadows from Syn v2 as possible.
Every ~5 new shadows approx double the speed at which you gain the exp if assigned on same progress.
Due to the above - maxed shadows from all possible sources is extremely important. The last max shadow source will certainly be syn v2, so it's very important you upkeep symbionist master class talent for comos gain and generally focus on comos from now on. You will realistically never max out synv2 shadows unless you keep playing for a really long time past end of content.

Don't forget to reassign adult shadows after each reincarnation. Until you get the page 1 QoL upgrade - they will get unassigned by default.

For a pretty long while you should be fully sitting on baby shadow creation for main clones and dark matter refill for baby shadows.

Any time spent on something else is wasted for now.

Your main goal before getting any actual gameplay bonuses is to speed up actual gains of darkness, just like we did with arena back in the days.

For that to happen - you need to do bottom upgrade in page 2.
1st one is huge priority, First time you buy the upgrade it literally doubles the value of dark matter refill creation.
The more 1st upgrades you get - the less you actually profit per upgrade,
2nd upgrade is only really needed once you can start affording the dark matter upgrades.

With that in mind I recommend approximately:
1) Level dark matter refill upgrade to 3-4
2) Max out off/def permanently stays upgrade. This way you have place to spend dark matter into which would. This is dirt cheap at this point.
3) Do some small a few hour to a day push of baby shadow cap creation. Then once you are done - approx same time period on real shadow cap creation.
4) Focus on getting to dark matter refill upgrade level 10.
5) At this point you can get considerable gains in gameplay so focus on your cap creations/boosts/main gameplay upgrades and such, basically stuff that helps in other content.

And that's pretty much it for darkness. It's a pretty idle friendly mechanic, especially if you are not a fan of reincarnating daily.
Endavers
Endavers is the last gear update you get. An ultra slowly but infinitely growing gear.

Beating the worldboss gives a pretty lame 'ending' cutscene with the potato referencing the other idle game by the dev.

So technically speaking you can consider this the 'end' and quit right about now.

Worldboss is unlocked by minion level 500+, stage 800+.and 35+ infinite challenge 1 completions(you can do quite a few more than that at stage 800, so this is more of a reminder that infinite challenges exist and you should be updating those once in a while)
Worldboss is similar to 5th one, but this time your max stage clear is used to deal damage at fixed intervals. The boss HP is the same(5 million) - this means it starts pretty fast by default(800 damage is likely something you reached in arena not too long ago) but doesn't really get to develop much since you can't push stages too far at reasonable speed.
There is also the fact that you can NOT critical/double hit in this one. 0% for both. So it will always be slowest WB and the speed at which you defeat it won't grow much no matter how far you push... realistically that is.

Worldboss only has one drop - mount, which is available from get go.
The drop rate is fixed 10%. It can get increased to 20% if you buy both trophies for endavers gear.
Instead this mount gets more and more levels per drop depending on max stage you ever reached. It increases every 10 stages(800, 810, etc)
Some examples: At 800 it's 1 level. At 900 it's ~72, at 1k it's ~277. Basically it constantly grows exponentially higher per stage.

The mount itself is a quirky one. It has some amazing unique bonuses(dump bump, reinc, gen v2 charge power, arena points) - technically if you want to fully min max then you only want this mount when you do the actions above. But realistically you likely will eventually use it full time since it's too much of a hassle otherwise.
That being said - mount itself and dump bump bonus is initially way weaker than WB5 one, so initially I would be mostly using WB5 one.
Just don't forget to equip mount when you reinc and when you use genv2 charges - those are unique bonuses.

Adventure zone:
Adventure zone is simply unlocked at stage 800.
Remember the big red circle on the map? Well, now you can visit it.
You get 6 levels per drop by default. Beastmaster class talent works normally in increasing the levels of this one. There is also a 6th level of the talent available now, but you need 150 points spent + the cost of talent as a minimum to get it... so not available until later.

Yet again - drop chances here are fixed 1% and aren't affected by anything aside of endavers trophies bumping those up to 2%.

You get a whooping 2 sets here. As you might guess - for different purposes to combine all good bonuses acroos the 2 in smart fashion.
Sets themselves start really weak in ATK/DEF but got amazing bonuses. And eventually you will catch up with ATK/DEF of your best sets too or be close enough to be able to still one shot even with those.

Early on I would probably stick to equipping just enough of BBC set where you can still one shot with double attack and slowly replace more and more pieces. Gloves are worth replacing from get go I would say. After that chest/pants/ring slot. And after that the other stuff with weapon/accessory being last.

One set is pretty much a set of bonuses you want to ALWAYS use.
I call it big bang cannon(BBC) set.
Essence, perks, class exp, all the synergy bonuses and more.... the awesomesauce set basically that you put on and almost never remove. Kinda like machinist class - on you most of the time.

Second set it pretty much full of bonuses that are fine to only have 'temporarily for a short period of time'.
I call it the executor(EXE) set.
Spell bonus, slime stuff, meditation,gold, etc... stuff that you want for short time periods.
Particularly noteworthy however is pet food/point bonuses. Especially points. The set will push those decently initially and once in a while afterwards if you focus those.
Considering those are required for dump bump - it's pretty neat.

With those sets you quite soon will only really ever need 2 adventure shortcuts - main BBC set and the temporary EXE one. Both will eventually use the endavers mount full time since it's not worth bothering with WB5 ones once endavers one starts to approx match it in power even if you min max to the limit. Aside of power and great dump bump bonus - WB5 mount doesn't provide much.
800+ end of content
The only thing you can still unlock aside of darkness black holes is at level 830 - one new purchase in synergy v2(mastery convergence)
This one improves mastery class exp gain.

According to dev there is one final content planned. I have been waiting for it to publish the guide.but eventually gave up since it's been delayed over and over and over. The dev generally seems to have habit of abandoning game near the end to keep milking it while focusing on new game to create a new potential milking spot.

But aside of waiting for that content - you are done.
So what's left?
If you are achievement hunter then you likely are missing 1-2 trophies.
Souls gained 10 million - should be ultra close or done already. Shouldn't take long to finish for sure.
Training level 1000 - that one requires effort.

If you are not - only infinite progression with no real reason for it is left.

If your only goal is achievements:
To get training level 1000 - first max out the training exp in arena + synergy v2 as far as possible. Getting more synv2 helps, but if you plan to stop playing - don't bother, just spend at most a week worth of comos on training exp and do the things below.
Once you got as much synv2 training exp as you could afford:
Swap to training exp class talent of animist class .> Swap to animist main.> Spend all slime injector timer you probably didn't use for ages on some heroic slime.
This should get you to the point where you can't really 'normally' level training at reasonable speed.

From now on - to level training up you need to use baby demons:
Ensure you get all baby exp you can(demonist main with baby exp class talent too), dump all your baby demons into training exp and.. quit the game. Visit from time to time to check if you are done with final achieve.

Disappointing for game to be abandoned without ending after so long? Yep, sure is.

I recommend some better idle games overall which are either finished or at least not abandoned.
Here are some recommendations.
I will separate the games into categories of longer/shorter idle games:
Longer idle games:
NGU Idle - probably the most popular idle game out there. This one is really slow towards the end but has an ending. Will likely take a few years unless you min max.

Idling to Rule The Gods - not finished. It's the idle game from which almost all other major idle games took inspiration or directly copied mechanics. It's very fun at start but sadly it's own unique mechanics are too grindy and boring.

Trimps - not finished. A massive project with actually complex mechanics.

Idle Wizard - not finished. Big amount of content. Unlocks happen relatively fast for a while. Has huge 'freedom' with an interesting class system. Gameplay drastically changes with each class.
Out of downsides - high activity demanding for good progress speed. At least early to mid game. Needs you to remember a lot of mechanics, so if you forget how to play - you will have to relearn A LOT. probably enough for you to just give up on relearning everything.

Synergism - almost finished when I write this, dev is planning final update soon. Like trimps you actually need to use your head in this one starting from around mid game. Has sections when it's idle friendly and sections when you need to be active. Out of downsides - takes too long between features later into the game.

Shorter Idle Games:
Antimatter Dimensions - I wouldn't call it exactly short, but it has ending and it's shorter than all games above. ~750-2k hours to complete based on your skills/activity. I would say this has perfect balance where it doesn't ever take too long to unlock something and it never demands you to grind same thing for months.

Unnamed Space Idle - unfinished. Currently dev made a point for each major content/feature not to take too long. I assume trend will continue as dev prefers not forcing people to do boring endless grind in general. Shouldn't take longer than a month or two to catch up with most end of content players depending on your activity/understanding of mechanics.

Magic Research 1/2 - games are very similar. They cost a bit cash to buy, not f2p.
I would call them 'active incrementals' - finished games packed with non stop progression essentially. You are almost never 'grinding' - you always get some new features, new classes to level, content to progress.
It always feels like you are moving forward.
Has NG+ which is kinda like endless challenge mode after you complete the game if that's your fetish, albeit it's not really balanced for that type of gameplay and has absolutely nothing new.

I would say those are the only idle games I would recommend trying.
I tried all popular ones and a lot of ones without too big of an audience. and all came out much more disappointing than above for one reason or the other.
Some have heavier p2w elements, some have no end or abandoned and not much content, some are simply too barebones with 0 complexity, some never plan to finish the games which causes creativity to drop and content becoming grindier with less fun.
6 Comments
Hentaika  [author] 22 Mar @ 12:32pm 
You are welcome, glad it helped!

I have laptop everywhere so I never tried mobile idler.

As for anti idle - I remember trying and enjoying it but deciding to see how it ends up first and then flash died.
Might look into it if I find the full without any swf program requirement.
Mister Kanister 20 Mar @ 1:13pm 
I wish I would've known about this guide earlier. Just reached 550 and managed to improve so much in just half a day following some of your advice.
Just discovered the class talents today also :D

Have you tried Anti-Idle? It is the GOAT of idle games to me. There is a downloadable version and an active discord + mods. It got me into these kinds of games way back. The only problem is when you start playing you might isolate yourself from society for a few days :D

If you don't mind playing mobile games I can recommend The Tower. Been playing for 2+ years and it is extremely good, very rewarding long term progression. Though it's not for everyone: the prices are on the high side (~60 bucks for all permanent buffs + lots of whaling activity if you choose) and you need to actually run the app there is no offline progress (many dedicated players just play on blue stacks or buy a 2nd phone).
And it is very very long, I'm just barely approaching early late game basically.
Hentaika  [author] 17 Dec, 2024 @ 8:19pm 
Glad it helped!
MisterPandaBoom 17 Dec, 2024 @ 4:13pm 
Love this guide!!
Hentaika  [author] 29 Sep, 2024 @ 1:42pm 
You are welcome :)
Roxra 29 Sep, 2024 @ 11:08am 
Great guide, thanks! :Gradestar: