SD modifiers guide by Darnavir

## Introduction

This guide is up to date for v1.2.1.8. There were some hints of possible changes/additional SD related stuff/new modifiers/additional SDs, it will most likely get outdated (keep that in mind in case you see this and play with a newer version).

The starting point for this guide is you clearing F100 of slime hideout for the first time. This unlocks modifiers for all super dungeons and all characters. There are no other conditions for using them. Capitalize on that - you are free to use them on SDs you haven't cleared and with characters who have cleared nothing yet.

You can't start the run if your total modifier points are negative, otherwise you can use any modifier combination you want. Some combinations are generally better than others and some combinations are good for specific scenarios.

If you already know what the modifiers do/can figure it out yourself/don't care/don't want to think about it/whatever, skip modifier descriptions and look at the setups. If you are there only to copy a setup without thinking, check the simplified modifier setups.

## Modifier usefulness

### Additive modifiers

* Decrease the amount of Powerups that show up at a safe zone
	+ You don't need more than 1 or 2 per safe floor.
	+ Disabling 5 is worth 8 points (4 above last 1 remaining) but you can't get any powerups. Can be useful for late game mod pushes.

* Decrease available class skill slots
	+ Use only as many skill slots as you need. Consider what skills you need and keep skill slots for them only.
	+ If you disable all skill slots, you can't use any skills and can't complete the SD.

* Drain X HP/s
	+ If you have the max HP and a healing source (heal powerup, healing potion) or enough HP to last the entire run, it's free modifier points.

* Start with 5% max HP and drain 20% of current HP per floor
	+ It keeps your HP close to nothing and can be used to clear the survival title quests.
	+ It can't kill you on its own, but it can get you killed by enemies or the other HP drain modifier.
	+ As long as you take only 1 damage per hit, it can be offset by a hp regen enchant.

* 2x drain speed of available dodge time
	+ Doubles drain of dodge time when dodging, effectively halving dodge cap and recovery.
	+ Usually harmless.

* Drain 1s of available dodge time on a successful dodge
	+ Causes you to lose 1s of dodge time per every enemy attack dodged by both you and pets.
	+ This can be dangerous for multihitting attacks like being hit by all 8 florz's blue balls or attacks hitting both you and pets. Arachnetta's poison cloud can be really bad for tamer.
	+ This gets a lot better with strong range enchants because you won't be attacked by enemies you outrange.

* Monster Casts start at full
	+ Monsters can attack on spawn and some spawn with you already in range. This is a problem only on the first 15 floors and for challenge bosses, nothing spawns with you in range elsewhere.
	+ This can be nasty with florz and kor - kor has a shield from the beginning and florz spawns with up to 29 slimes/magicslimes that attack instantly.
	+ This makes manual targetted dodging of specific enemy attacks almost impossible. You have to keep dodge running lots of the time.

* Monsters explode on death that deals damage
	+ When an enemy dies, you are hit by its normal attack. It's unavoidable.
	+ Impossible to survive unless you are in a far lower level area than your stats can clear (past early game).

* Disable move
	+ Movement based skills still work and with stronger range enchants, you can hit more things from starting position.
	+ 4.5m is enough to hit all bosses. All base attacks can reach that range with currently available content.
	+ It can make some SDs unwinnable or have no effect at all, depending on your setup.

* Base dungeon coin gain per defeat is fixed at 1
	+ Effective sets dungeon coin reward of monsters to 1 instead of the gold value. It's still multiplied by DC gain multiplier.
	+ DC gain powerup is unaffected. Getting it early in the run makes this modifier mostly harmless.
	+ Very high DC gain multiplier also negates its drawbacks.
	+ Powerup and DC upgrades cost scales exponentially at higher number bought/level. DC powerup gets you enough DCs to hit hard diminishing results.

* Swap ATK/MATK with DEF/MDEF
	+ This mod is effectively beneficial in current balance.
	+ Taking hits isn't an option and this modifier moves both damage and furies to the same stat (def/mdef).

* Remove the effect of SD damage-type and Fury upgrades in SD upgrade 1
	+ A hard DPS killer. You lose all SD furies and their multipliers.
	+ Very good for degen florz because you need to get rid of that DPS.

* Reduce the effect of powerups by 50/90/99%
	+ This makes all powerup actives weaker, doesn't affect powerup permanent effects.
	+ Only 50% and 99% are useful.
		- 50% can be used as a "half multiplier" because the dps lost is less than a full multiplier.
		- 99% is free points for "powerupless" runs.

* Remove the permanent effect of SD powerups
	+ A rather nasty modifier.
	+ It hits the QoL stuff like timer, dodge time cap etc.
	+ It lowers the DPS as well.
	+ It removes artifact leveling speed multiplier for everyone.

* Remove equipment effect bonus
	+ Affects only the person in SDs, range/aoe enchants from passives still work for them.
	+ Really good with low artifact/equipment effect, basically free points.
	+ Becomes very detrimental with high artifact effect (you lose DPS and additional mod points from hp drain).

* Disable powerup filter
	+ Not very significant most of the time, has no real impact on mod pushes.
	+ May or may not help farming, has to be tested for each setup.

### Subtractive modifiers

* Multiply SD damage multiplier
	+ More damage against all enemies, good for clearing higher floors/getting more fame.

* Multiply SD challenge boss damage multiplier
	+ More damage against challenge bosses only, good for clearing higher floors/getting more fame.
	+ Only challenge bosses are a problem on higher levels, this mod has the same effect as general damage at half cost.

* Increase MP regeneration by X% max MP.
	+ Does nothing if your damage relies on 0mp cost skills.
	+ IMO not worth the mod points lost, doesn't help base attacks. Use damage multiplier instead.
	+ You'd need both MP consuming skills and MP cap from something instead of more damage. And if you have very high MP cap, the MP per floor upgrade might be enough to cover your MP consumption.

* Multiply fame gain by X%.
	+ Completely useless.
	+ Higher enemy levels mean more fame too and damage multipliers give you far more fame per negative mod point.

* Multiply artifact gain chance by X%.
	+ You want this to get more artifacts. This includes farming purple ones.

* Multiply SD enchant gain chance by X%.
	+ Use this together with artifact gain chance. More artifacts mean more gain chances.
	+ Distribute mod points in a way that gives you the highest multiplier.

### Multiplicative modifiers

* Monster level +x
	+ Keep this as high as reasonably possible
	+ Higher level means more fame, higher level enchants and very slightly more DCs
	+ It's the only current multiplicative modifier and has a major impact on total modifier points

## Useful modifier setups

You will use different modifier setups depending on what you want to improve. No setup is great at everything, fame setup and ruby farming setups are mutually exclusive. The common setups would be for fame/highest floor, maximized rubies gained, modifier point pushes, artifact farming, WA farming, DC farming. Florz degen farm has its own guide and won't be considered now (it's different from everything else and its setup goes beyond modifiers alone).

There will be some overlaps. Both ruby and fame gain setups can overlap with DC gain. Many mod pushing setups are based on ruby farming setups (especially for soft pushes during "rapid growth periods").

### General setup (the base for everything else)

This is the breakdown of the common nonspecific modifiers that will be always used for most runs.

* Remove all unneeded skill slots.
	+ Farming runs will be running with automation, you won't switch skills and want 1 slot for each skill used.
	+ Manual modifier pushing runs can get away with fewer skill slots. If you need multiple skills during the run, but don't need them all at once, you can swap as needed. Good examples are dark wield/sneaky strike/stab (swapping for aoe/peak dps/movement), blizzard/thunder bolt (aoe/peak dps).

* Remove unneeded powerup slots. You never need more than 2 per safe zone, 1 is usually enough. The 5th (100M DC upgrade) is generally considered to be only a modifier point adder.

* HP drains that don't kill you.
	+ This is the 20% per floor early on (possibly with a hp regen enchant or fox hat).
	+ When you have enough max HP to reliably survive the 100/s drain, switch to that. Use higher values when you can.

* Dodge drains when possible
	+ As long as you are attacked only a few times and your dodge cap/recovery can keep up, use them.
	+ These are used with auto dodge as well.
	+ Dodge drain on dodge is fine when you outrange enemies. It can bad if you don't, especially if they can charge their attack often.
		- Slimes and spiders are probably fine, bats/fairies can be nasty.
		- Full enemy casts make everything nasty. You have to outrange enemies with it.
	+ They can make keeping dodge hard if your clear speed is low. Cast time powerup and movement speed help a lot with these.

* Full enemy casts have major interactions with dodge drains and HP drains
	+ You can ignore it and won't lose much. It can be finicky to properly work with.
	+ This will cause you to be attacked a lot more often.
	+ You need to dodge enemy attacks, running out of dodge on later floors isn't an option.
	+ You need to get dodge powerup before the enemies deal enough damage to kill you.
	+ 20% hp per floor drain is very dangerous with that - the drain will leave you with no HP and a single scratch can kill you. This won't be a problem once you get the dodge powerup going, but can end runs on the early floors.
	+ You can't really combine this and 1s/dodge drain if you don't outrange enemies.
	+ If you auto dodge and need some time to clear enemies, this can be useful without dodge drains - full casts do nothing if you dodge them.

* No move is useful for characters with enough range or movement skills. Like dodges, it greatly benefits from range enchants.

* 1 base DC can be used with high DC gain.
	+ As long as it doesn't prevent you from getting important powerups, it's fine. It will lower total powerups bought.
	+ For modifier pushes, you only need 50 starting DCs and a good DC powerup - you can keep the DCs for when it appears.
	+ For automated farming, you need to get enough DCs for the first one in 1 floor clear. It shouldn't be too bad then.
	+ Higher DC gain multiplier makes this overall less impactful even though it lowers the powerup's impact - 100 times more DCs isn't a game changing difference at high gains, being able to buy all powerups without the DC powerup is a game changer for reliability.

* Swap atk/def should be always on, no exception. If your atk/matk is higher than your def/mdef, prioritize fixing that.

* Remove equipment effect bonus is great with no artifact effect and should be always on. It will get detrimental as your artifact effect raises and you will drop it. Exact timing is setup dependent.

* No filter is setup dependent and can be always on, if it doesn't hurt you.
	+ Having less powerups unlocked makes this better.
	+ In the late game, people often respec topaz to lock the no longer needed powerups (artifacts can make some powerups redundant).

* Always use the highest multiplier you can clear with your selected modifiers.

### Fame/highest floor

The basic setup for these is the same - you maximize DPS to clear as high levels as possible.

You use every additive modifier you can and go for as many DPS modifiers as possible.
Consider not disabling equipment effect bonus if you have any artifact effect.

* You won't get more than x4 damage (you maxed boss damage, right?) from this modifier and artifacts get multipliers of boss damage, SD damage and atk/matk/def/mdef on top of fame multiplier.
* Any artifact effect should be kept for fame farming if removing it doesn't let you clear a higher multiplier.
* 160% or higher artifact effect gives you more damage than the x4 damage modifier.

The main areas for farming fame are slime hideout and burning garden. Garden has the highest gain from each enemy (flametigers) and doesn't require your attention but has a critical hit field debuff. Darkest forest can be between slime and garden if you can clear the treants (they are really tanky). Always go for the highest clearable level, then it's garden > forest > slime at the same level.
It's probably not worth farming if you can't crit in it. As long as challenge bosses are the hardest to kill enemies (always except very early SD game), farm fame by clearing up to F99 before the first unclearable boss (you can start it and fail for the fame from mobs if you want).

You can manually (afaik no automation of that) farm florzporb's summons in slime hideout at the lowest no longer clearable level. Even if you can't kill him, you can kill his summons and manually avoid all his projectiles (stay a bit to the right of dodge bar, small balls won't hit you, avoid big balls manually).

### Artifact farming

Similar to fame farming, but you maximize artifact drop/sd enchant drop instead of damage and enemy level. Given how unreliable it is and how ineffective for ruby farming it is, "normal" artifact farming is probably not worth doing. If you want to improve your odds, use the florz degen farm instead (it won't drain your tickets).

### DC farming

This doesn't matter in the late game, DC costs go up too fast. It is useful early-ish. Use the general setup, don't use 1 base DC and no filter. Filter unneeded powerups. If you can limit numbers bought, use them to limit what needs only a few bought. Especially with proper filtering, keep 2 or 3 powerups on safe zone (you want all powerups asap, not "just before you need them"). Set stopping point of auto buying powerups on as low floor as possible (reliably getting powerups sooner helps with that). Try to clear the highest level possible (a lot better for fame/rubies).

An alternative is using florz degen farm.

### WA farming

You won't get good ruby gains from this. You are mostly after powerup permanent effects, guild fame, SD talismans and level anvils. Focus on speed and reliability. More modifier points (and higher multipliers) are still desirable for at least some ruby gains.

Again, start with the general setup. Keep 2 powerups per safe zone. You can use no filter or set some filter for what you want. Don't use 20% drain, hp/s are fine if they can't kill you. Use both dodge drains freely, don't use full casts (they can be unreliable). Don't disable skill slots unless you already have 10k modifiers points. Keep at least 3 skills even with preserved grade milestones, more skills means faster clearing. Don't use no move (speed again). Probably don't use 1 base DC, you will get fewer upgrades and probably don't have the multipliers to lose many rubies anyways.

Unless you have a strong WA artifact set (most people seem to use no artifacts for fast WA SDs), just use the no equipment effect bonus, it's 4 free modifier points. Consider using damage modifiers for higher clearable level for fame (guild fame farming). If you clear burning garden every WA, consider pushing highest level on that alone, nothing else matters for fame.

### Ruby farming

Most SD runs should be this (past early game). You want to get as many ruby pieces as possible without sacrificing everything else. Again start with the general setup. Absolute reliability isn't needed, up to 5% failure rate is normal. You care about rubies/run (including failure rate).

Higher SDs have higher ruby piece multipliers (currently x1/x2/x3/x4/x5, one more than the previous one). Breaking points to switching to that SD are x3 for spider, x5 for forest, x7 for garden, x11 to x12 for kor hall. These are approximate and assume you can critical hit in all of them. Kor hall requires disabling full casts (it was impossible to reliably use in BG when I reached kor breaking point, probably no point loss there).

You push the general setup as far as you can for modifiers. No move, 1 base DC, 1 powerup on safe floor (priority over no filter, use both if it's reliable) are all useful if you can handle them. You don't have to clear F100, sometimes it is better to raise multiplier even if the last cleared enemy level is the same. Don't stop at a too low floor though, it can hurt reliability/powerups. For rubies alone, it's probably best to stop at 79 for up to x6, at 89 at x7, at 99 at x8, go for full clear from x9 onwards. I wouldn't stop before f79 (not enough floors for powerups). Probably not before f89. If you don't filter powerups, go for the highest level f99 you can clear. You need more time to get powerups

Exact modifier setup is overall less important than selecting the right SD.

### Modifier pushes

This is the overall least consistent setup. Later on, you can chose the lazy approach and use ruby farming setup (it won't be too bad). Or you can get creative.

All you care about is 1 successful run with as many modifier points as possible. It does not have to be reliable, farmable or possible to automate. You get no modifier points for runs that don't clear F100 (or for a run with lower total modifier than this char's current highest). In "periods of rapid growth" when you will be able to push even further soon, it's probably best to focus on the easy, fast and reliable setups over peak gains. Peak optimization is useful when you have a major goal in front of you and can't get stronger fast.

What modifiers (and combinations) are possible to use changes with progress, unlocks and possibly SD enchant drops. Utility slot(s) open more possibilites.

#### First modifiers

You have very limited options early on, you most likely can barely clear F100 of slime hideout. Focus on modifiers that don't make the run harder. Removed powerups, unneeded skill slots and 20% per floor HP drain are fine. Dodge drains should be doable for some characters (whoever outranges slimes). Use the negative modifiers to clear F100 with chars who couldn't do it before (if they can keep positive modifiers, even better). If you can use atk/def swap, it's very helpful, but you most likely focused on raising atk, not def, and can't clear F100 with this.

#### Early pushes

First, get the DEF/MDEF and always use the swap. I assume you don't have utility slots, high equipment effect and strong range/aoe enchants yet. Different characters will use different modifiers.

You start using the general setup.

* Warrior needs 2 skill slots (for swing around or shield charge, you can swap them during run). No move is possible (with shield charge, might need 3 skills for swing around, still worth it).
* Wizard needs 2 skill slots (blizzard or thunder bolt, again can swap during run).
* Angel works well with wing attack only and phys focus.
* Thief needs at least 2 skills, he's a frequent time-outer. Use dark wield or spread toss to clear early floors (you don't need peak damage from them, you need them to reach the bosses in time). You can swap to stab for bosses. Lucky strike and assasination have critical hit chance that bypasses field debuff. Thief can no move with sneaky strike (probably requires 3 skills).
* Archer needs at least 2 skills (base attack is slow). Burst arrow, gravity arrow, light arrow and multishot can be good early floor cleaners. Piercing arrow is good for bosses. Archer might be able to use no move if you have range enchants (overall high base range).
* Tamer needs at least 2 skills with pets. Combining 1s drain on dodge and full enemy casts can be tricky, probably doable with high range pets and defensive order. Can use no move with rush/defensive orders (this can be rough with 1s per dodge drain and full casts combined).

Your want to reach M380 and unlock equipment bonus removal. It's 4 free modifier points for pushes early on.

Depending on your max HP/heal powerup, you can use 100/s drain or 20% per floor drain. x2 dodge drain is fine. Full enemy casts and 20% per floor drain are dangerous together - you can run out of dodge and get hit before you can attack. Pets with 1s drain on dodge are very susceptible to this. Long range focusing characters should be fine, especially with hp regen on equipment. Enemies early on shouldn't deal more than 1 damage until a higher floor and you should have cast speed and dodge powerups by then.

#### Grade 490+ pushes

The main difference is having the utility slot. You can get creative with it. You will use emelda/slayer potion (whichever is stronger) for F100 to get more damage and hopefully clear a higher multiplier.

The general setup for high floors is similar to before, with the additional utility slot for more damage. You can equip emelda/oil and do nothing else. Definitely use oils with tamer, her pets are unaffected by emelda. If you don't want to get manually involved, mod pushes are the same as before. You'll most likely stop using 20% drain, it gets more dangerous and unreliable with higher enemy levels.

If you want to get your hands dirty, There are 4 options for utility slots: DPS (emelda/oils), certificate of competence (cast speed), healing potions and kor doll. Kor doll isn't useful for modifier pushes. The rest can be.

You can use healing potion to mitigate HP drains. You can combine them both now. You start with healing pot equipped (5% hp isn't much), try to stay alive (dodging) and get heal+dodge powerups asap. You need heal before high cast speed (don't overdo cast speed powerup, slower clearing chars can get more before heal), fast floor clears will drain your HP otherwise and the other drain will kill you. When you have both heal and cast speed, you swap to emelda/oil and continue playing normally. This can be quite unreliable and require multiple attempts if RNG doesn't like you. You can swap to certificate during potion cooldown/when high on HP to clear some slow floors faster.

A more casual approach is using only hp/s drain and swapping to healing potion when you don't get good rng for heal powerup. And possibly certificate before you get the cast speed powerup.

#### Late game pushes

All previous setups still work and new option become available with higher multipliers, range and aoe enchants. Going for the highest multiplier possible is no longer the only option. I'll assume that you are getting strong equipment, range/aoe multipliers and artifact effect. You might have some SD enchants additive with powerups as well. Grade 840 makes no difference for modifier setups, it's only more damage or swapping qol, not a gamechanger like the first utility slot. Pets are mostly obsolete though and can be ignored (they don't benefit from emelda), keeping them alive is no longer needed (it might be best to start without them if it means not losing time to their dodges).

First considerations are no move setups and enabling equipment effect bonus. EE will get you more total mod points in multipliers than you lose in additive points. You HP is mostly artifacts based - x10 effect means +1 point from drains, x100 effect means +2 points from drains. This modifier is no longer worth 4 points and will get obsolete. About 1k% artifact effect might be a good point to drop it.

More characters can use no move setups with higher range. All current challenge bosses can be hit with 4.5m range. More range helps with hitting normal enemies spawning further away (they will all come closer if you have the time for that). With 4.5m range on base attack, you always use no move, the only consideration is if you use a 2nd skill. Even warrior/thief/wizard can go with only 1 skill, if you don't mind the wait for slow enemies.

There are 2 new setups: no permanent effects, no powerups. Both sacrifice multiplier for higher additive points to get an even bigger total count.

No permanent effects is using that modifier with all other additive modifiers being the same. Depending on your setup and powerup counts, losing a multiplier or 2 can be worth the additive points (not a big gain, but there can be some). The run itself won't be fun - you lose dodge time cap (and have both drain modifiers), cast speed (from levels) and time (get the powerups). The only 2 powerup perms with major damage gain are SD damage multiplier and SD challenge boss damage mutliplier. This setup doesn't require any SD enchants dropped.

No powerups setup uses removing all 5 powerups on safe zone and powerup effect reduction by 99% (you have nothing to reduce). Don't combine it with no permanent effects (you want the time and extra after damage). How viable it is heavily depends on your luck - critical damage and phys/magical damages from SD enchants and powerups are additive. You probably need both.

For lost multipliers, I assume stats close to mine at the time of writing (I don't expect them to be wildly different from what can be gained by others, but it won't be the same). Format is (DPS multiplier, florz multiplier/kor multiplier). Powerup counts are approximate, no 2 runs end with the same numbers.
In lost multipliers you have roughly (assuming reasonable levels with 1 base DC, x270 HP for florz/arachnetta, x380 HP for the rest):

* SD damage multiplier: 30 x 5100% (1530, 1.31/1.23)
* Critical damage: 40 x 3060% (1224, 1.27/1.20)
* Magical damage: 25 x 7650% (1912.5, 1.35/1.27)
* Skill hit count: 20 x 10 (200, 0.95/0.89)
* Challenge boss damage: 25 x 1000% (250, 0.99/0.93)
* Extra after damage: 5 - 10, perm and active are additive (0.29/0.27 - 0.41/0.39), less over time

That's roughly 3.6/3.4 multipliers lost with both critical and oil compatible elemental damage SD enchants (assuming pet rank 8200 class equipment and artifact effect). Could be up to 4 multipliers with more invested topaz/higher numbers bought. Missing either of the enchants raises the multiplier loss by 1.25. For my setup, no permanent effects raised additive modifiers from roughly 24 to 31 (30% increase, 24 is the upper end possible). This becomes even more useful when you can clear lv 1550+ enemies - super dungeon multiplier stops at x21 for +1k levels. No powerups setup can become better than "normal setup" at roughly x17 to x18 multiplier with both enchants.

The obvious problem of this setup is the lack of dodge, heal and cast speed powerups. You need potions for HP drains, you probably can't use full enemy casts. It is doable with both hp drains and both dodge drains. This setup is also very reliable - you aren't at RNG's mercy for powerup selection. The lack of powerup means it is probably a bad ruby farming setup - even if it gets some additional ruby pieces, you lose the powerup perms for future runs.

Note: for fast enemies like bats and fairies, you might need certificate of compenetence for bat/fairy floors. You can clear the slow floors with healing potion. If you swap it and healing potion, make sure you wait until stats recalculate after equipping certificate. You can get killed by enemies that wouldn't reach you otherwise. They won't recalculate while paused, they will recalculate on safe floor.

## Simplified modifier setups

That part is for people who want to get a setup that just works without having to think hard about it. Many things won't be explained there, it's based on previous sections.

### General setup

Everything is based on that.

* Remove skill slots of skills you don't need.
	+ Warrior needs swing around. You can add shield charge as well.
	+ Wizard needs thunder bolt or blizzard. Using both is possible.
	+ Angel doesn't need anything except wing attack. Keep 1 skill only.
	+ Thief need dark wield or spread toss (1 should be enough, you won't have decent clear speed otherwise).
		- Sneaky strike can be added to reach enemies faster. (3rd slot)
		- Lucky strike and assasination can critical hit even with 0% character critical hit chance.
	+ Archer needs burst arrow or multishot (especially when it's piercing). You can add piercing arrow, but base attack is fine against bosses (with skill hit powerup).
	+ Tamer needs base attack and an order. Potentially workable with base attack only if you ignore pets.

* Remove powerups on safe floor until you have only 1 left.
	+ 1 might be harder with some setups. If your setup requires it, keep 2.

* Take the highest HP drain you can sustain for at least 100 seconds and use heal powerup. You can use it sooner with faster clear speed, less than 30 seconds is dangerous even with fast clear speed.

* Probably stay away from the 20% per floor drain. If you use it, don't use x/s drain and have something with hp regeneration.

* Take both dodge drains if you are almost never hit. This is mostly with long range characters.
	+ Clear speed is important with auto dodge, you have less effective dodge time.

* Full monster casts are dangerous with previously mentioned dodge drains. Most likely good if you pick neither dodge drain.
	+ Works quite well with auto dodge, you are often either dodging or dead even without this modifier.
	+ Really bad in kor hall, kor starts with a shield and you have 50% chance of it being the one you can't clear.
	+ You basically want both dodge drains or that most of the time.
	+ If you are familiar with rhythm games and manually dodge attack, ignore this - there's no timings/rhythm with that.

* You can use disable move for some characters.
	+ Tamer with rush order is the first plausible character.
	+ Warrior/thief with shield charge/sneaky strike and swing around/dark wield tend do be doable soon. Make sure you don't time out.
	+ The rest needs range enchants. You want at least 4.5m range on some 0MP skill and about 6m on something for reaching most far away enemies.

* 1 base DC is fine when you have 500% or more DC gain (and a decent DC powerup rank). Even for farming, you will be able to buy the needed powerups.

* Atk/def swap should be always on, no exception. If your atk/matk exceed your def/mdef, fix that asap.

* After you get it, remove equipment effect bonus until you have roughly 1k% artifact effect.

* You can disable filter if you don't use it.

* Always use the highest multiplier you can clear with your selected modifiers.

### Fame/highest floor

Fame farming is not really needed until you go for grade 490 or 840. Can be useful for grade 560 as well (1 additive mod point for disabled skill). You can gradually gain fame during ruby farming, this is only good when you need a higher grade asap.

Get as many negative modifiers for damage as you can (boss damage is cheaper). The best fame farming SD is burning garden, as high level as possible. You will most likely stop at f99 before the first boss you can't clear.

### DC farming

Don't use 1 base DC, filter what you don't need (use purchase limits if you have them). You want to get all needed powerups as early as possible and keep many floors for farming coins without buying anything.
You don't use that alone, you are either fame or ruby farming.

### Artifact farming

There are certain negative modifiers improving your odds. Don't use them, focused artifact farming is too unreliable to be useful. You will most likely drain your tickets without getting either artifacts or rubies. The only artifact focused setup that's useful is florz degen farm (good DC, artifacts and kill counts per ticket, it takes a lot of time though). And even that isn't needed (or helpful if you are unlucky).

You should focus on dictionary points (for enchants slots) and drop chance, these will always improve artifact gaining odds.

### WA farming

All you care about is clearing f100 asap and not failing. Ruby gains won't be good.

You can focus the highest of slime hideout, darkest forest and burning garden on fame gain (whatever you can clear) for guild grades. Don't use no move, keep all skill slots, keep 2 powerups on safe floor (reliability, cast speed sooner), don't use 1 base DC (reliability, more powerups). Don't use full enemy casts and 20% per floor drain, X/s is fine if it can't kill you. Definitely use disabled equipment effect (assuming you have no artifacts during WAs like most people).

### Ruby farming

Use the general setup and all modifiers that won't cause you to fail.

SD selection is very important for best gains. Start at slime and switch when you can

* Switch to spider once you can clear it up to x3.
* Switch to forest once you can clear it up to x4.
* Switch to garden once you can clear it up to x6.
* Switch to kor hall once you can clear it up to x12.

This assumes you can critical hit in them all, should be the case when you reach these multipliers.

Up to x8, you should clear only until f99 and switch when you can clear f100. From x9 onwards, go for the highest f100 clear.

### Modifier pushes

You can always use the ruby farming setup and it won't be too bad. You'll probably do that for grabbing the low hanging fruits repeatedly as your stats grow.

You need to clear F100 to get the modifiers for milestones/mother gems. Only the highest number ever cleared per character per dungeon counts.

#### First modifiers

Drop unneeded skills/powerup slots. Take 20% drain (you need something and slimes are slow). Get dodge drains if you outrange slimes. Use atk/def swap if your stats allow it (if you have a lot higher attack than def, don't use that yet). Use negative modifiers for more damage on chars who can't clear F100 otherwise (any remaining positive points are nice).

#### Early pushes

You should have atk/def swap now. I assume no range/aoe and utility slots.
You should be able to use the general setup now. Some negative modifiers can make new dungeons/multipliers doable (+12 x1 is worse than +10 x2 for example). Your main focus is getting M380 and unlocking removing equipment effect modifier. There won't be many changes until grade 490 (or range enchants).

#### Grade 490+ pushes

The main difference is the utility slots. Slayer's oils (or emelda if she's better) can be used to increase DPS (you always rely on magical damage with slayer's oils, even with physical skills, critical hit chances are the same; everyone will swap phys damage to magical damage powerup). You can also use healing potions (when you run out of HP) and certificate of competence (faster attack before cast time powerup). You can swap utility items during run (swap potion/certificate early on, use DPS when you have all powerups).

You can use both HP drains at once in modifier pushes now (it doesn't work for farming and it is an involved process, but it's doable). Start with healling potions to keep you alive, get heal powerup, get cast time powerup and switch to dps (in that order, too fast clears can make drains kill you during potion cooldown).

#### Late game pushes

There can be some timing overlap with the previous one (for example if you get range enchants before grade 490).

You should be getting range and aoe powerups by now. You can outrange enemies with most skills and use both dodge drains freely (you also should have at least 30s max dodge time). I assume you have enough time expansions to not worry about time outs during normal runs. You will most likely use full casts for modifier pushes outside kor hall (if you reach F16 with dodge powerup, you are usually fine).

You should consider no move and lower skills counts.

* Warrior needs 2 skills (swing around or shield charge).
* Wizard needs 2 skills (blizzard or thunder bolt). You have to swap to thunder bolt for F100 until base attack reaches 4.5m range in some SDs.
* Angel can use no move with 4.5m wing attack range. You can use wing storm for clearing mobs (higher range/aoe, damage against non-bosses should be fine). When you get high enough wing attack range (6m is probably enough), use 1 skill no move.
* Thief needs 2 skills (sneaky strike or dark wield).
* Archer with 6m or more range can work with arrow attack only. It's clearing speed is bad and you might need 2 skills (burst arrow or multishot, maybe piercing arrow).
* Tamer can use 1 skill (with 6m or higher range). You don't need pets, sonnet is quite good (a lot better than arrow attack).

4.5m range is doable on all base attacks with current content but it requires peak endgame stats for warrior/thief (4.3M% range values). Wizard is a lot easier (320k%). Angel requires about 10k% for 4.5m. Tamer/archer require 1k% for 6m range.

You should stop removing equipment effect bonus at around 1k% artifact effect.

Grade 840 doesn't change much (only more DPS/swapping qol) with the exception of tamer. Emelda doll has no effect on pets and with both emelda and slayers, tamer relies on sonnet only. 1 skill is enough for her.

If you are lucky with SD enchant drops and get critical damage and fire/ice/thunder damage (anything slayer compatible, doesn't matter what), you can use the "no powerups" setup. If you can clear normally x18, no powerups setup is better than the normal one (assuming both these enchants, it won't be good enough without them).

No powerups setup means removing all 5 powerup slots, getting 99% powerup effect reduction and no filter. Don't take full enemy casts (you can't recover dodge) and removed permanent effects (too much DPS lost and the time is a problem). Time isn't a concern and as long as you have 4.5m range, you can wait for mobs to come closer. Use slayer's oil and healing potion in utility slots, swap healing for emelda for F100 (you can manually swap slayer/healing with 1 utility slot). You shouldn't need dodge until F100. The rest of this setup is the same as the normal setup.

Note: for fast enemies like bats and fairies, you might need certificate of compenetence for bat/fairy floors. You can clear the slow floors with healing potion. If you swap it and healing potion, make sure you wait until stats recalculate after equipping certificate. You can get killed by enemies that wouldn't reach you otherwise. They won't recalculate while paused, they will recalculate on safe floor.