What the game’s own design suggests for each of its seven archetypes. Every item in Minecraft Dungeons II belongs to one or more archetypes (Fighter, Mage, Ranger, Summoner, Support, Tank, Trickster), and those decide which effects it can roll. Armour sets are themed by archetype too. These blueprints follow that framework to show what each archetype is meant to look like.
These are theory and haven’t been tested yet. They’re built from the game’s data, so they put archetype purity before raw power, and the artifact picks go by archetype and name because the data doesn’t describe what artifacts do. Each one gets tested in game and on video, and its badge moves up as it’s proven. Spot a problem? Tell me.
How to read a blueprint
- Status: Theory (built from data, untested) → Tested (checked in the build planner and played) → Endgame-proven (clears high-threat content).
- Purpose tags: Starter, Endgame, Speed-farm, Boss killer.
- Feel tags: Fun, Co-op, Solo-safe.
- Starter version: the same idea using only base items and set blues you can find early.
- Storm blue: a Special (blue) from a Soul Storm, with three random effects rolled from that item’s own archetype pool.
| Archetype | Blueprint | Status | Tags |
|---|---|---|---|
| Fighter | Duelist crit bruiser | Theory | Boss killer |
| Mage | Lightning artifact caster | Theory | Fun, Speed-farm |
| Ranger | Long-range sniper | Theory | Boss killer, Solo-safe |
| Summoner | Pack leader | Theory | Fun |
| Support | Hive healer | Theory | Co-op |
| Tank | Thorns juggernaut | Theory | Solo-safe |
| Trickster | Shadow assassin | Theory | Fun, Speed-farm |
The blueprints
Fighter: Duelist crit bruiser
Status: Theory · Boss killer
- Weapons: Pride of the Plains (Duelist 40%), or Slaymore (Brawler 50%) for groups. Ranged: Paragon (Impact 30%).
- Armour: Rover Visor (Precision 25%), Sage Tunic (Bounty Hunter 40%), Rover Gaiters (Momentum 60%), Rover Sabatons (Persistence 25%).
- Artifacts: Death Cap Mushroom, Grindstone, Fighting Fungus (or Battle Banner).
- Talismans: Fist of Iron, Sigil of Beeswax, Armadillo Amulet.
- Rolls to aim for: Strength, Precision, Duelist, Vanguard, Protection.
Starter version (Starter, Solo-safe): Sword or Claymore, Powerbow, Nomad set blues rolling Fighter effects, same artifacts and talismans.
Mage: lightning artifact caster
Status: Theory · Fun, Speed-farm
- Weapons: Stormcaller (Electromancer 25%, lightning damage). Note it swings slower than the base Pike. Ranged: Double Crossers.
- Armour: Oracle Crown (Electromancer 25%), Alchemist Overcoat (Sorcerer 25%), Oracle Tights (Cooldown -30%) or Alchemist Trousers (Relic), Alchemist Loafers (Spiritual 50%).
- Artifacts: Lightning Rod, Pouch of Thunder, Totem of Casting.
- Talismans: Essence of Efficiency, Soul Chip, Twisted Tooth.
- Rolls to aim for: Electromancer, Sorcerer, Cooldown, Spiritual, Reaper.
- Other elements: frost (Rimefrost set, Frostbiter, Winter Staff), fire (Monstrosity set, Cinder Scepter), poison (Fly Agaric set, Corrupted Seeds), soul (Soul Reaper, Soul Harvester).
Starter version (Starter, Fun): Longsword or Scythe, Dual Crossbows, Sorcerer set blues rolling Mage effects, lightning artifacts.
Ranger: long-range sniper
Status: Theory · Boss killer, Solo-safe
- Weapons: Creaking’s Reach (Sniper 100%). Melee: Hunter’s Hatchet (Fletcher -35%).
- Armour: the full Sharpshooter set: Fedora (Ranger 60%), Duster (Impact 30%), Chaps (Fletcher -35%), Spurs (Quiver 45%). Alternatives: Soul Corruptor Mask (Sharpshooter 60%), Soul Corruptor Sash (Marksman 45%).
- Artifacts: no artifact carries the Ranger archetype, so use quivers (Flaming Quiver, Conductive Quiver, Firework Arrow).
- Talismans: Amethyst Lens, Twig of Dark Oak, Armadillo Amulet.
- Rolls to aim for: Aim, Marksman, Sniper, Sharpshooter, Evasion.
Starter version (Starter, Solo-safe): Longbow, Axe, Ranger set blues rolling Ranger effects, quivers.
Summoner: pack leader
Status: Theory · Fun
- Weapons: Sift Sickles (Healer 50%) or Spectral Spear. Ranged: Harp Crossbow (Ranger 60%).
- Armour: Woodsprite Crown (Shepherd -20%), Packleader Hide (Pack Leader 40%), Packleader Fur Chaps (Veterinarian -20%), storm-blue Wolfpack Boots (the unique Packleader Paws carries Bowyer, a Ranger effect).
- Artifacts: Humbling Horn, Fighter’s Flute, Battle Banner.
- Talismans: Golem Kit, Tasty Bone, Wonderful Wheat.
- Rolls to aim for: Pack Leader, Shepherd, Veterinarian, Ally, Reaper.
Starter version (Starter, Fun): Axe, Wolf Claws or Double Sickles, Scatter Crossbow, Wolfpack set blues rolling Summoner effects, companion talismans.
Support: hive healer
Status: Theory · Co-op
- Weapons: Cacaphonous Cleaver (Alchemist 7%: heals per soul). Ranged: Harp Crossbow.
- Armour: Hivemind Hardhat (Ally 70%), Hivemind Thorax (Healer 50%), Mad Sifter Slacks (Boost 20%), Hivemind Stingers (Cooldown -30%).
- Artifacts: Totem of Regeneration, Totem of Shielding, Picnic Basket.
- Talismans: Sculk Badge, Essence of Efficiency, Healing Heart.
- Rolls to aim for: Totem Radius, Ally, Healer, Tainted, Bully.
Starter version (Starter, Co-op): Meat Cleaver or Pickaxe, Scatter Crossbow, Beekeeper set blues rolling Support effects, totems.
Tank: thorns juggernaut
Status: Theory · Solo-safe
- Weapons: Golden Glaive (Vanguard 60%) or Redstone Wrecker (Fire Aspect). Ranged: The Close Ranger (Point Blank 100%).
- Armour: Humbler Antenna (Protection -25%), Humbler Carapace (Recovery 40%), Humbler Greaves (Brawler 50%), storm-blue Protector Boots (the unique Humbler Tarsi carries Evasion, which isn’t a Tank effect).
- Artifacts: Turtle Master’s Mandolin, Warding Chimes, Echo Ocarina.
- Talismans: Sigil of Beeswax, Glowstone Flask, Healing Heart.
- Rolls to aim for: Prickly, Protection, Potion Maker, Regeneration, Momentum.
Starter version (Starter, Solo-safe): Glaive or War Hammer, Heavy Crossbow, Protector set blues rolling Tank effects, same artifacts and talismans.
Trickster: shadow assassin
Status: Theory · Fun, Speed-farm
- Weapons: The Thousand Cuts (Swiftness 30%) or Sculker Claws (Shadowclaw). Ranged: Phantom Wing.
- Armour: Scoundrel Cowl (Assassin 25%), Sage Tunic (Bounty Hunter 40%), Twisted Warden Tights (Stealth 45%), Scoundrel Sneakers (Prowler 40%).
- Artifacts: Ender Fog, Tempo Truffle, Warrior Drums.
- Talismans: Armadillo Amulet, Ocelot’s Paw, Fist of Iron.
- Rolls to aim for: Strength, Finesse, Bounty Hunter, Stealth, Assassin.
Starter version (Starter, Fun): Rapier or Wolf Claws, Trickbow, Scamp set blues rolling Trickster effects, same artifacts and talismans.
What the blueprints show about the game
- Only one armour set works as a full set. The Sharpshooter set is the only one whose four uniques all fit its own archetype. Most sets have one or two uniques with an effect from a different archetype, such as the Packleader Muzzle (Sniper) or the Scoundrel Blazer (Point Blank, a Tank effect).
- Ranger has no artifacts of its own. Quivers carry no archetype, so Ranger is the only archetype without abilities built for it.
- Talismans have no archetype. Summoner’s core power comes from the companion talismans, which sit outside the archetype system.
- Storm blues fill the gaps. Where a set’s unique has the wrong effect, a storm-blue base piece rolling the right pool is the better pick.
Still to test
- Whether melee bonuses apply to elemental-damage weapons (affects the Mage and Fighter variants).
- What each chosen artifact actually does in practice.
- Whether armour weight class changes base protection (affects the Tank).
- Balance changes after game build 1.1.1.0, which this data comes from. There have been none so far: the updates up to 1.1.3.0 (22 Oct) only fixed bugs.
Sources: item archetypes and effect pools from the game’s data tables (build 1.1.1.0) as extracted by IronKinoko/Minecraft_Dungeons_II_DATA, cross-checked against DungeonsDB, MetaBot.GG and in-game screenshots with the Item Stats mod.