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@Dark_Shuriken yeah this isn't much of an idler. You been keeping up with your quests? If so you should have an item that grants %dmg -> (lower)%mana. Focus upgrades, the one that gives your focus a %boost, and soul buyer upgrades (I had 3 buttons at one point with which to buy souls). Once you're set up and doing +dmg to boss, it can be idled (sort of, you still gotta keep an eye on the devils so the wall doesn't kill too many of them and you become inundated with useless cultists.
Aftweward Devils and Hellgate wrecked everything.
Max out Lesser Mastery, then Fireball and Incinerate. 20 points in Camels and Wurmification, 1 point in Captains, Soul Exchange and Mages, 19 in Sorcery Circle.
You will now summon 20 Wurms, 30 Captains, 100 Camels and Mages, and 1 Sorceror.
By now you should theoretically have Mana Fangs and Dragon Scale via Side Quests, equip them.
You don't even need to wait for mana to pool, just go ham on fireball until it dies, you will be net positive for mana gain no matter how fast fireball is cast, nor how often. This fireball build doesn't get swapped out until you unlock Wall 48's skills for Hell Gate and Bazookas where you go hard on Chain Lightning, Hell Gate, Bazookas, Sorcery Circle and Bone Royalty in that order, choosing to use Hell gate, then having enough skeleton production that you and your 1 sorceror don't run out of sacrifices.
Yes I fully agree, I was starting to write a 0-100 in 4 hours guide at the time of writing but I'm much farther along and yeah Mana Fang invalidates the need for Mages and Camels in their entirety. Wurms is global mana multipler, I see no reason why it wouldn't synergize with Mana Fang, but spending all souls on Captains, 20 Wurms (incase mana mult Does affect Mana Fang generation, unless someone's tested that before, please let me know if so), 1 sorceror is the best outcome.
Mana fang no longer benefits from mana mult since 1.06