Adventurer Manager

Adventurer Manager

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Lessons Learned on the way to Miraj Castle
By Tasharil
This is a collection of tips I learned by playing the game from the beginning to ultimately victory in the castle. It has a little bit of everything, except spoilers. Some things are meant to be discovered. Enjoy!
   
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What I learned
Lessons Learned on the way to Miraj Castle
Here are some things I did that worked for me. They may work for you, they may not. Some of these may have already been posted elsewhere. This is certainly not the only way to do it, but I wanted to post some info that may be helpful to you.

1. I ended up with 24 adventurers in 6 set groups. Two groups alternated on the main quest line, three groups did autoadventures every time they got back to 1000 endurance and one group mainly handled invasions if the two main groups were too tired.
2. There were two main career paths at the university, one for manual and one for automatic adventurers. The auto adventurers chose paths that would increas their autoadventuring skills. The manual adventurers increased their main attribute as much as possible, then chose a weapon to specialize on for the rest of the game, and worked on getting up to double and triple attacks. Two manual adventurers, one in each group, found time to study how to avoid encounters while resting.
3. I did not craft much armor other than rings and amulets, but a few times I crafted a bunch as I was leveling the blacksmith and everybody got new bling! I also made sure that everybody had a very level appropriate and awesome weapon. If a weapon is more than 5 levels old, make a new one.
4. Gear for main adventurers was chosen starting with primary stat and then constitution if possible. Gear score matters some, but not always. Sometimes the lower score item has more of what you need.
5. Gear for autoadventurers was all based on gear score. I did not care about stats, just what the highest score item was. I do NOT know if this was a good decision based on the game mechanics but it seemed to work for me.
6. Starting out, stay with encounters near or at the level of your adventurers. As they level up you will be able to take on adventures higher in level than you are. My Miraj killing party cannot wear anything that dropped in the Castle, because they are not high enough level to wear it yet.
7. I played with several party combinations and for me found that two damage dealers, a tank and a healer worked the best. I had very few deaths along the way, but there were a number of times where the healer saved the day.
8. I had two casters and two melee, and the melee both had long range weapons. This allowed every member of my party to hit every enemy from the beginning of the fight. Focus fire on one enemy until dead. An enemy with 1 hitpoint hits just as hard as one at full health. You will eventually learn how to leave almost dead enemies for your tank and healer to finish off, while your damage dealers move to the next mob.
9. Kill damage dealers first! When an encounter starts, look at the classes you are facing and decide the order in which you will focus your fire. Facing two rogues backed up by two wizards can be a lot of *fun*.
10. Level your blacksmith to level 45 and stop. I leveled mine to 50 but he didn't learn any new recipes after 45.

Above all have fun! If it isn't fun, then change something until it is. My sixth group is made up of four AOE damage dealers. Yes they die from time to time, but a lot of encounters are completely over at the end of the first round. :)
9 Comments
Xavier 8 Dec, 2019 @ 9:08pm 
and your tips are right on the money, one thing i have noticed when using aoe attacks, in your example of the 2 rogues and 2 wizards, rogues have a higher chance of dodging, if your aoe misses (for whatever reason) it misses the whole group. be sure to cast it on the target that is least likely to evade it, the wizards. also, the shaman, warlock and wizard all have good single target DOT spells, which ever enemy gets a heal (or a tank which has way more hp then a dps), just hit them with a single target dot.
Xavier 8 Dec, 2019 @ 9:01pm 
also, my advice with the smith is you can farm a lot of gems, just making items and breaking them down.
also, in the beginning, don't combine gems. take Amethyst (CON) for example, yes you can make a powerful item with a brilliant gem, but it takes 16 shattered gems to do it. you can make 2 full suits of CON equipment with those 16 gems.
the invasions scale to the party's level that does them. even late game i use 4 level 1 wizards with some int/con gear. their fireballs kill everything in 1 hit, and the boss in like 3 or 4. after the invasion, just unequip them and fire them, then hire 4 more.
Xavier 8 Dec, 2019 @ 9:01pm 
my main group is a lvl 25 aoe group, shaman for group heals/ powerful single target heal, or poison for single target damage. warlock for group aoe/debuff, mass plague at rank 8 deals 45% spell power, lowers enemies damage by 48% for 2 rounds. wizard with meteor swarm at rank 9 does 110% spell power, plus 50% for 2 rounds. lastly a warrior with whirlwind at rank 8 takes 6% hp damage to himself, and does 110% weapon damage to enemy group. no group lasts for longer than 3 rounds, 90% don't even last 1 round. their spell power is 600-700 each, and warrior damage is 600+. all have over 2500 hp. that's one of the things i love about this game, each char has ONE stat that is most important, so you combine that stat with CON, and every member in your group is tanky.
Xavier 8 Dec, 2019 @ 8:33pm 
the invasions scale to the party's level that does them. even late game, i always use 4 level 1 wizards. whichever race you prefer (just not the less magically inclined obviously). they don't need a full suit of items either, just a few each, int/con. fire them after they get the job done, and hire 4 level 1's for the next invasion.
uberfrag+. 16 Jul, 2017 @ 6:48am 
I always kill the healer first and just taunt the deadliest enemy for my constitution fed up tank. Also, after a couple of invasions I'm still not sure, is the invasion level/mobs levels based on your main level, on your party's level (the one you pick manually) or something else?
MONKWORKS 3 Jul, 2017 @ 9:24am 
I think to have group survivability, combat ending where the healer saved that day is where you need to be. In the end, the group that is with-out a healer will not survive. The healer can extend the groups value.

I guess, I always slant Paladins and Healers.

What this game is missing is Druids & Monks.
Dopefish 26 Jun, 2015 @ 2:31pm 
thank you for the tips =3
willsama974 26 Jun, 2015 @ 12:10pm 
Great tips :)
PANDA OF EXILE  [developer] 26 Jun, 2015 @ 10:03am 
Thank you for getting this up in Guide form :) recommended read, everyone!