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Ok so many people have little to no clue as to how to play. This guide will give you critical info on the game.
First off, if for any reason you run out of any resource (gold and food at the beginning is most likely) click on the box that tells you your current total. You will get a .5/sec boost for 10 seconds. NOTE when you receive ANY idle gain for that resource you will only be able to increase it by the disciple scrolls bonus. This means use the Drop Spells at your own risk here, though long run they work much better.
Now for the actually combat mechanics. Your initiative determines who goes first. The lower the initiative the better. As such your Warrior will be YOUR first attacker.
Armor is a blessing (though you will curse it). To calculate damage you subtract the armor rating from the attack rating to get the inflicted damage, ie 100 Atk-90Arm=10dam. I am not sure how the warriors Crit fits in. The archer and only a select few enemies (Cave 15’s boss and the Banshees are the only ones im aware of doing this) have pierce. Pierce IGNORES all armor, as such at high cave levels pierce rate is very important.
Now to the other biggest gripe is your power growth rate. All stats are grown in a way you may not understand. There are two ways to increase a stat a Direct addition and Percentage bonus. A direct addition is added straight to the base stat, ie Base Atk of 1 +Exp bonus of 1 to get 2 Atk total.
The second and one cried foul over is the percentage bonus (mostly from Equips). These work something like this; take your base stat and add all the direct additions and get a sum (using the last example is 2 Atk), now take the percentage bonus multiple the previous amount ( say 2 Atk times a Equip bonus of 50% to get a bonus atk of 2) then add that to the total to get 3 Atk.
This is of course before you put in more percentages in (if say you also have a 50% bonus from people you hire you take 3 then multiply by .5 to get 1.5 bonus to get a total of 4.5 Atk rounded up to 5 Atk). ONLY PERK BONUSES ARE COMPOUNDING, so buying 1 more equip to 30 already purchased ones will deliver a small even negligible bonus if Pre percentage calculations are small.
Chests
Until Cave 16 you only have one type of chest that gives either scrolls, gems, gold, or both resources. After Cave 16 you can find Mystic Chests. These give you free Buildings after a Ritual and you find the scrolls for said building. This REQUIRES you to complete the quest for the Mystic Box.
SCROLLS
These are what you want from a chest. These give you access to new buildings, spells, gear, or increase various hero stats, spell power, or resource gain rate.
Now for strategies and other important info.
When you encounter a new demon in combat place your cursor over the demons stats. This gives you knowledge about the enemies stats AND abilities. Without this you may end up hitting your head into a wall. Here are some known demon types and their special stats. I will also tell you what the mob drops if any.
Demon- no special abilities
Fire Demon- can hit any ally
Fallen (Angel)- hits all allies, drops feathers
Hellhound- low initiative (also low armor), drops claw
Vampire- Can heal based on damage dealt (shield spell prevents healing), drops teeth
Succubus- can stun allies even with shield spell in use
Nightmare- like the fire demon but with can hit twice per turn
Gargoyle- Massive Armor rating (either use Archer’s pierce or Corroso Spell found earlier), drop fragments
Banshee- Hits all allies, Ignores Armor, 66% chance to ignore Shield Spell, Has High Initiative (Slow attack)
Special Enemies
Fallen Priest (Quest)- deal unblockable damage on death AND deals more significantly damage then stats shown
Overseer- Beating him requires your Heroes (bare minimum and most likely the Warrior) to ONESHOT him. If you can not beat him in the first shot his stats SKYROCKET and runs away after the Cleric attacks. Gives you a new Idle mechanic for each UNIQUE Overseer beaten. Beating the same one again gives a special Overseer worker who boosts production by .5%. DO NOT REMOVE OVERSEERS.
Demon Guardians- After Cave 20 you may find special cross swords and a special Guardian in front of it. These Mini Bosses guard powerful skills, HOWEVER they are EXTREMELY tough and likely unbeatable without special strategies. THEY GAIN IN POWER FOR EACH HERO THEY KILL. A separate guide will be made for them.
PRO TIP if your fight depends on spells (boss floors really do depend on them) DO NOT USE DOUBLE SPEED. Since spell creation only increases marginally with Mages, the slower the fight moves the more spells you can through in, so queue them up.
Also DO NOT BUY Mages till Cave 20 they are pointless and a waste of gold and people.
After Cave 25 you will have a teleport skill this is immensely useful for reducing travel time, but if you need to throw in those Shields first TURN IT OFF, there was an option added to the menu (the two tools at the bottom next to the save).
How to beat boss floors
Cave 5- Business as usual like the first 4 Caves
Buy 5 Wells
Buy 4 Spell Factories
Cave 10- Use Heal Spell as needed till you reach the boss. When facing Cerberus, your Cleric and Archer WILL die, however the boss’s atk is low. Buy Veterans from the Arena to boost Warriors Armor rating. Use Cure Spell as needed.
Cave 15- Shield Spell Spamming is your key here your armor WILL NOT keep you from being one shotted. DO NOT USE 2x Speed.
Cave 20- This is the floor is impossible till you do 3 or more Rituals to boost your stats. Like Cave 15 Shield Spell Spamming is how to go, however with nightmares in the mix you will need at least 15 Mages to produce Spells fast enough.
Spells list
There are 2 kinds of Spells: Battle Spells which cost common resources and are used in battle and what I call Mob Spells, spells that require mob drops to use and behave VERY differently.
Battle Spells will be your bread and butter support means in tough fights. The costs of Battle Spells increase with the Cave floor. Increasing spell power depends on the how many mages you have, what artifacts you have, and scrolls. The speed at which a spell is made depends on which spell it is and how many Mages you have.
Cure- Heal 1 Hero for X amount of Health (Completion of a Quest can upgrade the spell so it heals ALL Heroes)
Shield (Cave 14)- Adds one Shield Counter to each Hero, can have up to 5. Protects from one Attack from an enemy. (Note there is no increase the power of the spell but production speed,)
Corrosive (Cave 21)- Removes X amount of Armor from an enemy.
Mob Spells are used outside of combat and provide different effects. These use drops from mobs so if you don’t have the required amount, you can’t use them. Unless otherwise noted each subsequent use requires more drops. These Spells WILL NOT reset after Rituals
Speed up (3 Feathers)- Gives 8 hours of Production, Builds needed Stores for the Resources EXCEPT Wells, and makes all Battles Spells.
Alchemy (Claws)- Gives 1 Gold/sec per use of the spell. Appears after Cave 15.
Gemrise (Horns)- Gives .1 Gems/sec per use of the spell. Appears after Cave 20.
Mana Flow (Teeth)- Gives .2 Mana/sec per use of the spell. Appears after Cave 20 (needs Confirmation).
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One mob that you haven’t listed is the Banshee (it comes in around Cave 33-34, I think) – It has 0 armor but high damage and attacks all party members with 100% armor pierce and 66% protection spell pierce. Luckily it has high initiative so your entire party can attack before it nukes you down. If you encounter them on a boss level (35 is full of them for instance) it is pretty much required that you skip them until after you kill the boss.
Edit: This is meant to merely supplement what you already have. Nice work with the guide and I think many people will appreciate your efforts. I would also add to the guide that x2 speed increases your battle speed and movement, but your spells will charge at the same rate, so if you are going into a tough fight make sure to change it down to x1 speed so that you can maximize the amount of spells you can pull out.
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Question. Do mobs in the three repeatable maps drop their items? Im just curious if, say Fallen for example, can still drop feathers, or Hellhounds still drop their claws? Would make it alot more bearable for afk farming at night if they do, even if it is a very small chance.
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I am not sure It has yet to happen for me so I doubt it. I got lucky today with 4 Feather drops.
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I haven’t seen one drop an item so far. It may be that the drop rate is low or I’ve just been very unlucky, but considering how often I see them in the Cave I think it is safe to say that they do not drop.
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Edit: This is meant to merely supplement what you already have. Nice work with the guide and I think many people will appreciate your efforts. I would also add to the guide that x2 speed increases your battle speed and movement, but your spells will charge at the same rate, so if you are going into a tough fight make sure to change it down to x1 speed so that you can maximize the amount of spells you can pull out.
I did mention this in the second post (ill move it into the first) THANKS ALOT for the banshee info, had a feeling there was a Nuker.
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I never really saw a use for mages. The amount of amges you would need to get the production time of spells to a decent level would be huge. Plus, having 20 mages does not increase the protection spell to 2 charges per spell. I thought protection was a battle spell, so if it is it should be doubles in power once you hit 20 mages.
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Yeah I saw the bit about “DO NOT USE 2X SPEED,” but thought that the explanation as to why would help the new players on top of it. On my next run through I’ll pay closer attention to the bosses above the levels you posted and try to share any tips.
Another pro-tip for people having difficulty on a boss / guardian: if you use the “Speed Up” skill that costs feathers it will immediately fill your spell bar with any pending spells, so if you are close to killing a boss but just needed a few more protection spells / heals, you can pop this when your spell bar is empty and get that kill.
Right now I’m working on the lvl 35 boss and it is a little intense.
Level 35 Boss Name: Pit Lord
Health: 667k
Damage: 6666
Armor: 6666
Special Ability: Immune to Stun and Blunt, 66% chance to double attack (like Nightmare), and 66% chance to Berserk (36% increased damage) each swing.
My strategy so far is to use double Rage (a spell you get at later levels, won’t spoil the excitement of getting it for those who haven’t reached it yet), and spam Protection for every other slot. Make sure to turn off teleport and 2x speed and try to keep your Protection stacks up. After that you’re basically praying for your Archer to pierce enough times to kill the boss. I’ve tried dropping a few protection spells to pick up the armor reduction spell, but it takes too many of them to make a dent in his armor and he will kill you incredibly fast without protection stacks.
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> *Originally posted by **[TheLaw118](/forums/32497/topics/616314?page=1#posts-10311606):***
>
> I never really saw a use for mages. The amount of amges you would need to get the production time of spells to a decent level would be huge. Plus, having 20 mages does not increase the protection spell to 2 charges per spell. I thought protection was a battle spell, so if it is it should be doubles in power once you hit 20 mages.
The trust me when Cave 20 came around shaving almost 5 seconds of the Shield Spell is a HUGE difference.
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Is there a way to manually guide the group/pick the enemy you want to fight?
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You can’t select enemies, but you can select chests after a certain level (pretty early on, I believe) and your group will head towards that chest and fight enemies in their way. Other than that I haven’t uncovered any other control mechanic.
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> *Originally posted by **[TheLaw118](/forums/32497/topics/616314?page=1#posts-10311606):***
>
> I never really saw a use for mages. The amount of amges you would need to get the production time of spells to a decent level would be huge. Plus, having 20 mages does not increase the protection spell to 2 charges per spell. I thought protection was a battle spell, so if it is it should be doubles in power once you hit 20 mages.
They become incredibly useful when you’re relying on the corrosion spell in order to save a lot of time.
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Whats the clerics upgraded ability from the gaurdian? I know some people are gonna claim spoilers and all that, but I dont mind it. The archer one is pretty strong, esp if it triggers both times.
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> *Originally posted by **[TheLaw118](/forums/32497/topics/616314?page=1#posts-10312085):***
>
> Whats the clerics upgraded ability from the gaurdian? I know some people are gonna claim spoilers and all that, but I dont mind it. The archer one is pretty strong, esp if it triggers both times.
For those who don’t want spoilers don’t keep reading…
**SPOILER ALERT** :
So far I have seen the following from the cleric: stun (2% chance to stun target for 1 turn per level), dodge (2% chance to avoid all incoming damage per level), and protect (2% chance per level to cast Protection on an ally).
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wait so theres more then one ability per hero? Whats the other two for archer/warrior? Ive only unlocked the first one for them seeing as how as soon as I hit 20 I use DR, because i cant make a dent on any of the mobs on 25.
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Similar to the post above, if you don’t want spoilers about the abilities you unlock, **DO NOT READ**
**SPOILER ALERT** :
For Warrior, I have unlocked double attack (swing twice) and counterattack (swing after being hit [even if the hit kills the warrior])
For Archer, I have unlocked revenge (increases damage if allies die) and ranging (increases damage per stack of pierce on an enemy), there is a third that I have unlocked but since my upgrade was at 70 when I unlocked it, I have to wait until I get to 80 to see what it is (and that is taking a while)
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now for mutliple abilities, is it every 10 levels you pick one? Also, got any advice for taking on 25? Its got me stumped :( I think ive used DR like 4x at 20, just cause i cant kill them, nor get anywhere near the boss
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I remember hitting a bit of a wall at 25 that took me a while to get around, but I can’t remember the boss in particular / what I did to get around it. What happens on that level? Maybe you can stir my memory a bit, haha.
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Gargoyls and nightmares mostly. So you either have a huge wall or monster that double attacks. No fun for me :(
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I’m pretty sure that I just stacked Protect and hoped to kill one mob at a time while heading straight for the boss. Then once the boss dies the mobs don’t regenerate health between fights anymore and it is just chipping away after that.
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> *Originally posted by **[Lifeisacurse](/forums/32497/topics/616314?page=1#posts-10312112):***
>
> I remember hitting a bit of a wall at 25 that took me a while to get around, but I can’t remember the boss in particular / what I did to get around it. What happens on that level? Maybe you can stir my memory a bit, haha.
I used 2 protects, corrosions then kept stacking protects to get through 25. Just change the number of corrosions based on the armour of each enemy and the strength of your corrosion.
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Any tips on how to spend dark mana? should i max out the three first to 20 or spread everywhere?
Cave 20 is my wall for me^^.. no way to pass 1st mob for now
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Initially I focused mostly on attack (~60-70% of mana), some on health/armor (20% of remaining), and then the rest on pierce for the archer. I didn’t worry about the cleric heal or warrior skill until later since damage is so important and survivability is laughable at later levels.
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> *Originally posted by **[Moys](/forums/32497/topics/616314?page=1#posts-10313259):***
>
> Any tips on how to spend dark mana? should i max out the three first to 20 or spread everywhere?
>
> Cave 20 is my wall for me^^.. no way to pass 1st mob for now
Moys Do as I suggested you really need a lot of DM and many Shield Spells
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For your guide, I have gotten the spell Urge, which boosts Food, Metal and Wood by 100% and uses Stings, And Succubus I believe drop them. Urge shows up around level 34 I think. And Banshee’s show up around level 28-29.
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