All-Content Roadmap
A practical route through six acts, five difficulties, Abyss, World Boss, PvP and supporting activities.
What completion means
This is a checklist for clearing available campaign content and progressing through the other documented activities. It does not claim that your account has been played or completed. Repeatable World Boss, seasonal PvP, auctions and expeditions have ongoing goals rather than one permanent final clear.
These are role-based recommendations for the installed build, not a measured live tier list or a guaranteed clear. Current skill coefficients, unlocks, enemy scaling and pet bonuses can change. Use only skills and slots you have unlocked; keep an available skill until its suggested replacement opens.
Campaign — all six acts
Before each final gate, set the formation, skill selection and relevant resistance. Formation changes are locked during an act-boss battle. The stage before the boss awards the first act key; a key is consumed on victory. Keep inventory space for rewards.
Act I — Whispering Forest
Ancient Ent: Keep Crusader and Healer. Cover the warned healer-targeting swipe with an available taunt or protection. Match the bark/break indicator with the required element and place damage into the exposed opening. Plan enough damage to avoid a drawn-out enraged finish.
Open Whispering Forest map reference before choosing the next gate.
Act II — Rotting Marsh
Swamp Hydra: Keep Fire Arrow or Fireball available and maintain burning to suppress regeneration. Ice hitting a burning target can consume the burn for a reaction: remove that follow-up or ensure burn is reapplied promptly. Protect the Healer during the warned flame. Do not assume more elemental combos always mean an easier clear.
Open Rotting Marsh map reference before choosing the next gate.
Act III — Sunken Crypt
Archnecromancer: Expect the opening bone shield. Keep sustain and protection rather than spending every offensive skill into the protected opening. Use the current warning and shield display to identify when to resume damage. The offline reference does not establish a specific shield-removal element or a numerical damage threshold.
Open Sunken Crypt map reference before choosing the next gate.
Act IV — Volcanic Forge
Magma Lord: Keep a source of cold, such as Ice Ball or Ice Arrow, for the magma-shield mechanic. Burst during the exposed/molten opening. Spread away from the close-range Flare and use fire resistance where available. Fireball targets the farthest hero: choose that position deliberately without leaving the group outside healing reach. Set positions before entry; do not rely on moving the formation mid-boss.
Open Volcanic Forge map reference before choosing the next gate.
Act V — Cosmic Peak
Void Reaper: Keep the highest-damage hero healthy during the death-mark countdown. Save recovery and protection for that hero rather than leaving them low to maximize damage. Review the second half of the fight especially carefully; damage output alone does not make the marked hero safe.
Open Cosmic Peak map reference before choosing the next gate.
Act VI — Frozen Wastes
Frost Queen: Bring ice resistance where available. Recover the hero targeted by Frost Prison and preserve useful skill responses during the Blizzard warning. Keep sustained recovery and avoid clustering so tightly that a single area threat decides the fight. Adjust the actual unlocked tactics to the current warnings.
Open Frozen Wastes map reference before choosing the next gate.
Difficulty ladder
Work through Normal → Hard → Nightmare → Hell → Madness as the map unlocks them. Each difficulty revisits the six acts. Your campaign checklist is therefore six act clears in each of five difficulties, subject to the current unlock rules. Do not assume that every difficulty is immediately selectable.
After each boss, reassess the next act. If a higher difficulty is unstable, farm a stage that survives repeated clears, improve the failing role, and retry. Keep each difficulty's key requirements and map progression in view; the reference map is not your account's completion tracker.
Abyss — survival, extraction and endgame equipment
Abyss entry requires four level-100 heroes and one rope in this snapshot. Start with Crusader + Healer + Archer + Mage, bringing recovery and protection rather than only burst. Medic is an optional damage-slot swap once the poison/healing tools are available.
- Health and Anima do not automatically refill between ordinary rooms. Clearing a depth boss heals the party and revives fallen heroes; successful descent restores full health and Anima. Budget resources to reach that recovery safely rather than assuming every room resets them.
- Check the current Abyss reduction to in-combat healing and lifesteal. Do not assume the Healer or a lifesteal build restores the same amount as in the campaign; no fixed reduction percentage is implied here.
- Scout the next encounter and weigh a fight against recovery and extraction. Relics apply to the current floor; after its boss, choose one floor relic to carry downward. Do not assume every relic lasts for the whole remaining run.
- Withdraw through the Gate when the next encounter is unsafe. Extraction is a valid progression outcome; a doomed deeper push is not required.
- Aim first for a successful extraction, then a depth-boss clear and descent, then repeatable runs at a safe depth. Inspect the current floor, boss, rewards and forge options before spending rare materials. No fixed floor count, permanent end to the Abyss or guaranteed Mythic drop is asserted.
World Boss — contribution rather than a solo kill
World Boss health is shared across the server. Start with the balanced core; test Assassin for a damage slot only if you own and equip the hero and can survive the full attempt. Follow the current telegraphs and compare damage over a complete attempt rather than opening burst. Check player and guild contribution goals and collect delivered loot from mail. A personal damage recommendation cannot guarantee a server kill or rank.
PvP — attack and defense
PvP is asynchronous: fights are resolved on the server and watched as replays. Maintain a saved defense and review offensive replays for the actual failure: exposed Healer, wasted target orders, fragile damage dealer or insufficient pressure. Adapt formation, focus targets and elemental tools to the opponent. Set a league/season goal from the current panel; there is no universal four-hero lineup guaranteed to beat every defense.
Expeditions, guilds and the city
- Expeditions: use available reserves for the separate group of up to four, check duration and rewards, and avoid committing a hero needed for your immediate main-party plan.
- Guilds and auctions: review contribution, progression and hero-loan options. Check a loaned hero's equipment and availability before building a plan around it. Use auctions to fill an identified need, with current fees and tradability checked first.
- Inventory and mail: keep room for chests, inspect reward mail and protect equipped or useful items before bulk operations.
Equipment, pets and permanent progression
Use Gear, Forge and Gems for upgrades, ten-piece equipment fusion and recipe-based gem fusion. Invest first in the role that blocks progression; do not consume a useful equipped or reserve item to chase a random result. Inspect the +15 masterwork choice and each gem's current compatibility.
For pets, compare the live active and collection bonuses with the team problem you are solving. The forty appearance portraits do not establish the strongest pet or its current bonus. Allocate talents and doctrine from the current tree, rather than copying an invented offline path.
Completion checklist
- Clear all six acts on every unlocked difficulty, working toward Madness.
- Establish one reliable farm and prepare encounter-specific skill variants.
- Complete an Abyss extraction and a depth-boss clear with descent, then pursue sustainable repeat runs.
- Participate in World Boss, review contribution and collect rewards.
- Save PvP defense, review an attack replay and work toward the current season goal.
- Complete available expeditions and review guild/city progression.
- Review every core hero's eight equipment positions, four selected skills, talents and relevant stats; review active pet and collection bonuses.
Return to Party Progression and Hero Loadouts whenever a new difficulty changes what the party needs.