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[Cave heroes wikia ](http://cave-heroes.wikia.com/wiki/Cave_Heroes_Wikia) - cave heroes wikia page
[Caveheroes Cheatsheet ](http://www.caveheroes.com/cheatsheet.jpg) - everything new player really should know from metsla99
this list is on hold at present, no new data will be added by my hand (moonshardy) continuation may continue at a later date
- _ **special thanks to batesensei for formating the main texts, making them easier to read** _
- First post basic demon stats
- [Second post Global Spells, Overseers and repeatable Quests](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593177)
- [Third post Quests](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593179)
- [Fourth post Rewards floor 50+](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593180)
- [Fifth post Guardians floor 21-41, stats and tactics, Arch Demons](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593181)
- [Sixth post Abilities, Dark Equipment and Perks](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593182)
- [Seventh post, Bosses and Floor 51+ DM values](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593185)
- [Eighth post, FAQ by BateSensei](http://www.kongregate.com/forums/32497-cave-heroes/topics/648786-compiled-list-of-basic-info#posts-10593189)
**Common monsters and grind info, not boss levels**
**Demon**
Nothing special, 2 attacks from Archer per attack
**Fire Demon** , Floor 3+
attack any
These attacks right before Archer, random target, 0-2 Archer shots per attack
**Fallen** , Floor 6+, Loot: Feather
attack all
These always attack before Archer, after Warrior, protection spell advised to beat them
**Hellhound** , Floor 9+, Loot: Claw
This monster always attack first, giving your Archer 1 shot per attack
**Nightmare** , Floor 14+, Loot: horn
Double attack and attack any
These attack after Archer, giving you 1, potentially two attacks, if you have luck and they take out Cleric+Warrior
**Vampire** , Floor 16+, Loot: Tooth
Leech life, heals 16% of damage dealt, neglible heals compared to damage they sustain usually, 2 attacks from Archer per attack
**Succubus** , Floor 19+, Loot: Sting
Attack any, 50% stun chance
These attacks right after Archer, so 1-3 Archer shots per attack
**Gargoyle** , Floor 24+, Loot: Fragment
Ridiculously strong armor on main floor, very slow, Archer gets 2 shots per attack, he needs to pierce tho to deal damage most of the time on these monstrosities
**Banshee** , Floor 29+, Loot: Skull
Zero armor
These ignores armor and often protection spell, but Archer gets one shot per attack
**Bleeder** , Floor 92+, Loot: clot
gets more abilities the more wounds you add, attack any, 16% regen, 16% pierce protect
WARNING
after killing several bleeders you will get the following message, i have been told it is after 5 bleeders
“As the demon falls you hear a horrible howl from deeper within the caverns and the darkness seems to close in around you.”
“According to your archmages this is the curse of the archdemon slugoth, their attempts to lift the curse are in vain.”
Curse of Slugoth
“Each new wound restores the health of the enemy, The amount of health recovered is based on the number of wounds” this effect should be relatively low effect til floor 80
this effect stays in effect after dark rituals permanently til you kill slugoth on floor 110
**Servant** , Floor 112+
with a wraith on the floor, the wraith will enter the nearest servant upon death, so killing the servants if possible is really helpful, beyond that simple stats akin to demon
**Global spells (Excluding Speed Up, these are kept through Dark Ritual, so feel free to cast them)**
**Speed Up** – 3 Feathers = 8 hour resource production, Storage buildings will be built (Note: Wells are not)
^ ^ ^ ^ Found in a chest on floor 16, requires Feather
**Alchemy** – Produce 1 gold/second per rank
^ ^ ^ ^ Found in a chest on floor 19, requires Claw
**Gemrise** – Produce 0.1 gems/second per rank
^ ^ ^ ^ Found in a chest on floor 22, requires Horn
**Mana Flow** – Produce 0.2 mana/second per rank
^ ^ ^ ^ Found in a chest on floor 26, requires Tooth
**Urge** – Each spell increase food, wood and metal production by 100%
^ ^ ^ ^ Found in a chest on floor 32, requires Sting
**Dark Weapon** – Gives 10 attack to Warrior, 25 attack to Archer and 15 attack to Cleric.
^ ^ ^ ^ Found in a chest on floor 37, requires Skull
**Dark Armor** – Gives 30 armor to Warrior, 15 armor to Archer and 25 armor to Cleric
^ ^ ^ ^ Found in a chest on floor 44, requires Fragment
**Stun**
– Gives everyone in team % chance to stun
^ ^ ^ Found in a chest on floor 50
**Incision** – gives a 1% chance to wound enemy with every attack.
^ ^ ^ ^ found on floor 95 in a chest, requires clot
**Refinement** – Reduces perk cost multiplier by 6%.
^ ^ ^ ^ found on floor 110 by defeating the Archdemon, requires heart
**Overseer Info**
- In order to gain access to the Overseer, you have to take him out in one hit, after which he will join you
- If you fail to take him out in the first hit he will get extremely strong and virtually unkillable, you will be able to get another try next time you reach X floor
- Initial wins will give the reward described below, later wins will give you a stacking production bonus per Overseer you have bested of 0.5% production boost to food wood and metal, per overseer (200+ = 100%+, really handy in the long run)
**Storage Overseer** – Build granary, storage and forge when they are filled up to specified percent.
Floor 13, 96 HP, 13 Armor
**Well Overseer** – Build well when we can afford it up to specified quantity.
Floor 18, 166 HP, 66 Armor
**Housing Overseer** – Build all housing structures up to specified quantity
Floor 23, 296 HP, 96 Armor
**Arsenal Overseer** – Automaticly buys equipment and abilities.
Floor 28, 466 HP, 166 Armor
**Workers Overseer** – Assigns workers equally between resource production, leave unoccupied specified amount of workers.
Floor 33, 666 HP, 366 Armor
**Mana Overseer** – Build all mana structures up to specified quantity
Floor 37, 1666 HP, 1066 Armor
**Gold & Gems Overseer** – Build foundries and workshops, hire gold miners and jewelers up til specified amount per facility
Floor 59, 666k HP, 66k Armor
(Note: He always hits first, he DISPELS your spells, he DISABLES your abilities, you have a split second to apply a stack of rages to whichever character is first, crit and pierce won’t work, often used strategy is let Warrior die and rage up Archer
**Repeatable Quest Maps (Farm maps)**
- The mobs on these 4 maps CANNOT drop materials
**Hellish Ranch** – Monsters drop food, scaling to your food production, found at floor 15
**Cave Forest** – Monsters drop wood, scaling to your wood production, found at floor 19
**Old Mine** – Monsters drop metal, scaling to your metal production, found at floor 23
**Dark Archmage** – Challenge the Dark Archmage to gain his power, Each victory will reduce the cost of global spells by 1, this does not affect speed ups, i found it at floor 99
**Quest List**
Disclaimer: the listed floors are where i found them, some may be found in different floors if they are tied to a specific loot drop
**Fire Gang** , found on floor 3
Reward: **Ring of Health** , 10 base health to Warrior.
**Cursed Temple** , found on floor 6
Reward: **Amulet of Health** , +15 base health to cleric.
**Demon Hunter** , found on floor 7
Reward: **Charmed Thimble** , +10 base health to Archer.
**Homeland** , found on floor 9
Reward: **Shoulderplates** , +15 base armor to warrior.
**Lost Relic** , found on floor 10
Reward: **Ring of Cure** , Allow Cure spell to heal all your heroes at once.
**Ancient helmet** , found on floor 11
Reward: **Helmet** , +10 base armor to Archer.
**Sanctuary** , found on floor 13
Reward: **Endless Vial** , +0.25 base mana/second.
**Legendary Hero** , found on floor 14
Reward: **Libram of Mastery** , Increase power of Cure spelly by 10% per cave level.
**Mystic Treasure** , found on floor 16
Reward: **Mystic Box** , Mystic storage for mystic things.
**Hidden Cave** , found on floor 18
Reward: **Chain Armor** , +10 base armor to Cleric.
**The Spell** , found on floor 19
Reward: **Golden Horseshoe** , Gives up to 50% of any random produced resource once you come back to the game.
**Twilight Cave** , found on floor 22
Reward: **Slave Shackles** , Increases offline production by 50%.
**Alive Sculptures** , found on floor 24
Reward: **Golden Goose** , +100% to gold production.
**Avenge** , found on floor 25
Reward: **blue statue** , +10% to maximum workers.
**Secret of Banshee** , found on floor 29
Reward: **Gray stone** , +0.4 base mana/second.
**The Trap** , found on floor 33
Reward: **Sacred Gem** , +100% to gems production.
**The Lost Glove** , found on floor 36
Reward: **Gloves of Power** , +25 base attack to Cleric.
**Cave of Gnomes** , found on floor 36
Reward: **Anvil of Gnomes** , +5% to pierce ability of Archer.
**Vampire Sword** , found on floor 39
Reward: **Greatsword** , +35 base attack to Warrior.
**Charmed Statue** , found on floor 40
Reward: **White Statue** , +15% to maximum workers.
**The Bow** , found on floor 42
Reward: **Elf Bow** , +40 base attack to Archer.
**White Citadel** , found on floor 92, after first clot
Reward: **Arcanum** , Archmages and upgrades to the Clerics Amulet grants a compound increase to the clerics heal ability.
**Mages Rescue** , found on floor 102
Reward: **Family Recipes** , This innocently titled tome bestows unique insight into the creation of spells, it reduces the mana cost of spells, especially the expensive ones.
**The Teacher** , found on floor 108
Reward: **Whip** , Trains the Mana Overseer to build Mana Labs and hire Assistants.
**Ancient Key** , found on floor 118
Reward: **Rune Key** , Oddly shaped stone with demonic runes.
**Fluent Servant** , found on floor 123 after killing the servant
Reward: **scheme** , This ancient scheme describes how to build a furnace.
**Savior** , found on floor 125 after boss
Reward: **-** , The player receives access to do the gremlins reward, no quest reward is displayed
**Rewards**
- Global rewards are unlocked automaticly.
- The Overlord Hunter, Slayer, Destroyer, Exterminator and Champion rewards are accessed the first time you beat the floor 50 boss.
- The reward Overlord Hunter is directly useable since its req is simply to kill him once.
- All rewards between floor 51-79 are monster drops on that floor, the more you kill the higher the chance becomes
- Rewards floor 97 and 107 are found in chests.
**Global Rewards.**
**Demon Fighter** , 6 ranks, Kill \* total enemies, 10, 100, 1000, 10k, 100k, 1m Increases characteristics of all heroes based on level of reward 10%, 25% 50% 85% 130%, 185%
**Construction** , 5 ranks, Have \* buildings, 10,100, 500, 1000, 5000 Reduce the cost multiplier for housing buildings based on level of reward, 97% 92% 88% 84%
**The Population** , 7 ranks, Have \* workers, 10,100, 1000, 10k, 100k, 1m, 10m Increase starting number of workers, 10, 27, 49, 78, 112, 153, 200
**Golden King** , 5 ranks, Produce \* gold, 10, 1000, 1B, 10Qi, 1No Produce gold based on level of reward, 0.2, 0.5, 0.9, 1.4, 2
**Gem king** , 5 ranks, Produce \* gems, 10, 100, 100m, 1Qi, 100Oc Produce gems based on level of reward, 0.02, 0.05, 0.09, 0.14, 0.2
**Dark Lord** , 6 ranks, Collect \* total dark mana, 100, 1000, 10k, 100k, 1m, 10m Reward: Increases dark mana loot based on level of reward and level of the last dark ritual
**Wagon Of Mana**
- Get X dark mana at once. 5 ranks
Reward: Increases dark mana loot based on dark mana colleted before last Dark Ritual, Currently will be X%.
**Overlord Rewards.**
**Overlord Hunter**
- Kill 1 Demon Overlord.
Reward: +3% chance to Global Stun
**Overlord Slayer**
- Kill 5 Demon Overlords.
Reward: +100% effect bonus to Overseers (1 instead of 0.5 per)
**Overlord Destroyer**
- Kill 10 Demon Overlords.
Reward: +4% to Global Stun
**Overlord Exterminator**
- Kill 25 Demon Overlords.
Reward: +150% to Overseers bonus
**overlord champion**
- Kill 50 demon overlords.
Reward: +100% to dark absorber bonus
**Drop Rewards.**
**Dark Loot** [Drops on floor 51]
- Reach floor 41 with only 2 perks active
Reward: Increase dark mana loot by 6% for each red reward.
FAQ: What skills should I pick? Suggestion: Attack and then either Discipline or Housing is the mostly used combination, both have merits.
**Blocker** [Drops on floor 52]
- Kill 200 enemies when the warrior has already died
Reward: The Warrior gains the ability to redirect the "Attack Any" on himself. The chance depends on the number of Veterans.
**Skilled Workers** [Drops on floor 53]
- Obtain 900 buildings total in current game
Reward: Increases base Farmer, Lumberjack and Miner productivity depending on the number of Granaries, Storages, Forges and Wells.
**Last Shot** [Drops on floor 54]
- The Archer should stand 666 attacks all. Persist through Dark Ritual.
Reward: If the Archer died after the "Attack All", he causes damage to the enemy that depends on the number of Snipers.
FAQ: How to unlock this? Clear Answer: Your Archer needs to survive 666 hits from an "attack all" enemy, Fallen, Banshee or Cerberus. Protection spells work, low level mobs works, progress is kept on Dark Ritual.
**Oversight** [Drops on floor 55]
- 10 consecutive hours offline
Reward: Increases offline productivity in accordance with the food produced online.
**Regeneration** [Drops on floor 56]
- Get 2066 heal power on Cleric
Reward: Increases duration of the Cure Spell based on health healed in battle. Also increases power of the Cure Spell for a half of that value. Persists through Dark Ritual.
FAQ: What does Regeneration do? Clear Answer: Makes the Cure Spell a heal over time and also improves its power significantly based on # of HP healed with both Cleric heal and Cure heal.
FAQ: Why didnt my reward unlock, i have past 2066 heal power? clear answer: there is a bug that prevents it from properly seeing that it completed at times, fire a worker and re hire it, should update it and complete the reward
**Armorer** [Drops on floor 57]
- Reach floor 36 without using any arsenal upgrades besides Absorber
Reward: Increases the power of the arsenal upgrades based on the number of arsenal upgrades. Doesn't work for Dagger, Arrow or Amulet.
**Demon Slaughter** [Drops on floor 58]
- Defeat an enemy with 40 Wounds
Reward: The Warrior gets a chance to wound an enemy with a critical attack. The chance depends on the number of critical attacks.
**Meat** [Drops on floor 59]
- Kill 26 Nightmares in one hit
Reward: Increases food productivity based on the number of killed Nightmares.
**Teaching** [Drops on floor 60]
- Collect 26.7k of Dark Mana before Dark Ritual
Reward: Increases the capacity of Arena, Archery and Magic School based on the total number of killed enemies.
**Decay** [Drops on floor 61]
- Kill Gargoyle with 0 armor.
Reward: Cleric deals damage to enemy’s armor. Damage depends on the attack of Cleric and the number of Gargoyles killed.
FAQ: What does this mean? Clear Answer: The Cleric will damage enemies based on a % of his base damage before Rage. Rage does NOT contribute to armor removal from Decay. Loathing does increase this armor damage
**Ephemerality** [Drops on floor 62]
- Reach Mana Regeneration of 100k/second.
Reward: Increases the capacity of Etherealion according to maximum Mana Regeneration. Persist through Dark Ritual.
Note: Boosting Mana Regeneration by clicking it or ads counts toward this reward. So 50k after clicking or 25k after clicking and ad boost is enough.
**Hellish Blacksmith** [Drops on floor 63]
- Collect 1Qa metal in the Old Mine.
Reward: Increases production of metal based on the total number of killed bosses.
**Rust** [Drops on floor 64]
- Kill 666 enemies with 0 armor. Persists through Dark Ritual.
Reward: Increases the power of Corrosion Spell according to the number of Shields, Brigandines and Jackets.
**Money Makes Money** [Drops on floor 65]
- Collect 1T gems from loot.
Reward: Increase gold and gems production based on looted gems.
**Supreme Hunter** [Drops on floor 66]
- Kill 5 bosses in one hit.
Reward: Increase the attack of all heroes during the battle with bosses based on the total number of killed bosses.
**Spellbound Lumberjacks** [Drops on floor 67]
- Build 50 Storages.
Reward: Increases wood production according to the number of killed Succubus.
**Resurrector** [Drops on floor 68]
- Use resurrection 13 times in fight with one enemy without dying.
Reward: The Cleric gains a chance to Resurrect allies. The chance depends on the number of Archmages.
**Crowd** [Drops on floor 69]
- Defeat 6 Overseers and don’t buy Housing structures and anything in Arsenal.
Reward: Increases the number of workers based on the number of Overseers.
FAQ: what can i build? Clear Answer: you can build any NON housing, so no hut, house, apartment, castle nor etheralion, you can train any worker you wish, within your worker limit, disable arsenal overseer tho :)
**Revenge Master** [Drops on floor 70]
- Buy 150 Bow upgrades.
Reward: Increases the "Revenge" Ability of Archer by the number based on the highest reached cave level.
**Vampiric Drain** [Drops on floor 71]
- Kill 666 vampires, persists through dark ritual.
Reward: Increases the health of all heroes based on the number of killed Vampires.
**Demonic Productivity** [Drops on floor 72]
- Kill 666 enemies without losing a single hero.
Reward: Increases the production of all resources, except for mana, depending on the number of Demons killed.
FAQ: what cave level do i need to reach to complete this clear answer: floor 45, protects will help a lot if low health, keep an eye on the game, hint retreat doesnt count as dying.
**Crusher** [Drops on floor 73]
- The warrior must inflict 16.7k wounds. Persists through Dark Ritual.
Reward: Increases the chance of a critical hit depending on the number of wounds inflicted by the Warrior.
**Academy** [Drops on floor 74]
- kill 6 overseers that became fury.
Reward: Increases the number of available training buildings depending on Dark Mana obtained.
**Mana Rain** [Drops on floor 75]
- Achieve the maximum capacity of the Well of 66B.
Reward: Every Overseer produces X mana per second. The deeper you descend into the cave, the more mana is produced by overseers.
**Mystic Armor** [Drops on floor 76]
- Cleric has to kill 666 enemies. persists through Dark Ritual.
Reward: Increase the armor of all heroes based on the number of Etheralions.
**Quickness** [Drops on floor 77]
- Dodge 4 times in a row.
Reward: Each mana lab increase the dodge ability of cleric by 0.6%.
**Reputation** [Drops on floor 78]
- Produce 113B mana.
Reward: You can hire more mages per spell factory. Number depends on mana collected.
FAQ: what are the mana tiers for extra mages Answer: 666m for +1 6B for +2 66B for +3.
**Scouting** [Drops on floor 79]
- Reach a 106B attack with any hero.
Reward: Increases the attack of all heroes based on the time spent in the cave.
**Butcher** [Drops on floor 97 in a chest]
- The Warrior must inflict 2 wounds in one punch.
Reward: - Increases the critical damage of warrior by 13% for each wound enemy have (compound).
FAQ: I have spent hours trying to get warrior to double hit crit and it isnt unlocking
Clear answer: You must have unlocked incision and have atleast 1 rank in it to be able to double wound in a single attack, double attack counts as two separate attacks.
**Maximum Protection** [Drops on floor 107 in a chest]
- Cast 666 Protection spell, persists through dark ritual. Reward: - +1 protection slot.
**Challenges.**
**Warlord** [Unlocks upon reaching floor 111]
- Reach cave 90 without squad death.
Reward: Gives 2% chance to dodge any attack.
**Galloping** [Unlocks upon reaching floor 111]
- Beat cave 50 in 13 minutes 66 seconds.
Reward: In the first 20 caves archer gets one ranged attack with range 5 per step.
**Long Trip** [Unlocks upon reaching floor 111]
- Collect 90K dark mana with only Critic Hit, Pierce and Heal active perks.
Reward: Extends the reward of Galloping reward by 30 levels.
**Magical Excellence** [Unlocks upon reaching floor 120]
- Reach mana regeneration of 16M/second before cave 67.
Reward: -
**Teaching 2** [Unlocks upon beating arch demon floor 130]
- Kill the beast at level 66 in one hit.
Reward: Increases the capacity of Arena, Archery and Magic School by 1 for every enslaved overseer.
**The Gremlins** [Unlocks upon beating Savior Quest]
- Build 400 building without hiring a single worker.
Reward: Increases the production of all resources, exept for mana, based on teh number of buildings.
**Guardians**
NOTE: the 0 armor/health is ONLY in relation to guardians, for normal play, armor and health does help, foremost bosses 40 and beyond, guardians past 34 shouldnt need 0 armor/health setup
First off, basic tactics for all Guardians. If there isn’t a special tactic note under the Guardian, use these noted below
Additional note: you are able to beat the guardian with vastly higher DM counts, simply grinding dm and overwhelming them is quite possible, the tactics here are for those that wants these abilities with lower dm counts
**Basic Tactic**
- You will need HIGH attack value. You should also have 20 points in Critic Hit and 20 points in Pierce Perk.
- Basic Guardian tactics: Disable Arsenal Overseer, handle Arsenal upgrades manually
-Keep Archer armor and Warrior armor as low as possible. I strongly recommend 0 perks in both Armor and Health, as well as 0 points in Heal
- Hold back a bit on Snipers and Veterans. Add Veterans for floor 30 Boss, so the Warrior gets enough HP to beat it. Then detrain them as needed later
- Give Cleric as little + heal power as possible. Avoid Magic School, Archmages and Cleric Amulet in arsenal
- Limit number of Ranging stacks as well from Archer Armor upgrade bonus. I recommend to only use 20 Brigadine upgrades for Archer.
- NO Shield upgrades for Warrior. Warrior blunting helps against a lot of Guardians, but keep it at 2 or 3%, so 20 or 30 Breastplate upgrades
- Keep Archer HP a bit limited. Don’t go much past 20 or 30 Light Armor upgrades and thus Brotherhood upgrade at 2-3 tops
**Explanation behind low Armor and low Health**
Reasoning behind this is how most of the Guardians scale their damage to the CLERIC heal and the highest armor value of either character. Doing the above mentioned will ensure that most of the Guardians has very low damage, unless noted otherwise by the Guardian. Which in turn allows you to generally breeze through most of the Guardians simply with CURE Spell from your Spellbook as main healing power. From floor 34+ you can use Rage Spell except vs 41, which dispels Rage and Protection
**Exhaustion**
- Some fights will end up being very long fights and your whole team will at some points start to take damage. This damage is exhaustion.
- It consists of about 10% of the characters health as damage, meaning you need to be on your toes when this starts.
- This exhaustion tends to happen against floor 29 and floor 41 foremost. Other fights may reach this point at the end of combat.
- The 0 health perk advice above is because of Exhaustion, since it scales with health of the characters. The more health = more damage dealt when exhaustion is reached
**List of Guardians** :
Floor 21, guards “Fencing” ability
Abilities: Trick, Regeneration 6%
Floor 22, guards “Revenge” ability
Abilities: Ironclad, Stun 66%
Floor 24, guards “Dodge” ability
Abilities: Hates Mages, Berserk 66%
Special Tactic: Use 2x Corrodes to soften armor, 5 Protections, Charge up Protectionss for more casts midfight. Recommended at least 7 Spell Factories, watching ad for Spell Factory, Speed Up during fight may also help
Floor 26, guards “Counter” ability
Abilities: Ironclad, Double Attack 66%
Floor 27, guards “Ranging” ability
Abilities: trick, Dodge 66%
Floor 29, guards “Brotherhood” ability
Abilities: Hate Mages, Regeneration 66%
Floor 31, guards “Blunting” ability
Abilities: Trick, Pierce Protection 66%
Floor 32, guards “Crushing” ability
Abilities: Hate Archer, Stun 66%
Floor 34, guards “Stun” ability
Abilities; ironclad, Dodge 66%
Floor 36, guards “Sniping” ability
Abilities: Blockade, Leech 66%
Special tactic: Slow trot towards boss. Cast 5 Protections and as many Rage as you can. Blockade prevents spellcast in combat
Floor 38, guards “Protect” ability
Abilities: Hate Archers, Double attack 66%
Special tactic: Stack up Rage+Protections. Keep stacking protections up, watching an ad pre fight helps spell speed. Use Speed Up if desired/needed
Floor 41, guards “Agility” ability
Abilities: Supreme, Stone skin, Dispel
**Arch Demons**
**Stenchoth** , floor 90, Unlocks Dark Orb
Attack 0, Armor 1B, Health 6Qi Initiative 30
Die
Weaken
Dark Mana 1836
**Slugoth** , floor 110, Unlocks Refinement
Attack 1.6B, Armor 0, Health 96Qi, Initiative 30
supreme
Attack any
Cutting
Recovery
Everyone, Die
Dark Mana 3500
everyone die takes 110 wounds to activate, cutting apply wounds to him and recovery heals wounds on him
**Hypnothoth** , floor 130, Unlocks - Enslavement
Attack 166B, Armor 6Qi, Health 666Qi, Initiative 3
supreme
Attack any
Protect Me
Fight For Me
Dark Mana - 7000
floor aura: Amnesia, Each turn the hero loses 20% of random ability, The death of the hero restores all abilities back.
**Abilities**
All have a max of 12 at present
**Warrior**
**Sword – Fencing:** Gives hero a chance to attack twice in a row per turn by 3% per rank
**Breastplate – Blunting:** Decrease enemy’‘s attack when he attacks the hero by 1% per rank. Stacks up to 20 times. Doesn’t work on Stoneskin Bosses
**Shield – Counter:** Gives hero a chance to counter-attack by 3% chance per rank
**Dagger – Crushing:** Increase a chance for a critic hit by 2% chance per rank
**Archer**
**Bow – Revenge:** Increases attack if the neighbouring hero dies by 5% per rank
**Light Armor – Brotherhood:** Increase the attack for every neighbouring hero alive by 3% per rank
**Brigandine – Ranging:** Increases the attack for every wound inflicted to the enemy (compound) by 2% per rank
**Arrow – Sniping:** Increase a chance to pierce enemies armor by 1% per rank.
**Cleric**
**Wand – Protect:** Gives a chance to cast protection on random hero by 2% per rank
**Mantle – Dodge:** Gives a chance to avoid the enemy’‘s attack by 2% per rank
**Jacket – Stun:** Gives a chance to stun the enemy for 1 turn by 2% per rank
**Amulet – Agility:** Decreases the hero’’s initiative by 1 per rank
**Dark Equipment**
**Absorber:** +0.01% to health per each worker you own.
**Dark Orb:** +1% to the atack of all heroes per every attack, resets after the death of the squad. per rank
- **PERKS**
All perks except the first 3 have no known max rank
**Critic Hit** – 0.5% to critical hit chance and 10% to critic damage of Warrior.
**Pierce** – 0.5% to Pierce armor ability of Archer.
**Heal** – 2.5 to Heal ability of Cleric.
**Attack** – 5% (compound) to attack of all heroes.
**Armor** – 5% (compound) to armor of all heroes.
**Health** – 5% (compound) to health of all heroes.
**Mana** – 5% (compound) to mana production.
**Discipline** – 5% (compound) to resource production.
**Storage** – 5% (compound) to storages capacity.
**Loot** – 3% (compound) to gold, gems and dark mana loot.
**Housing** – 5% (compound) to maximum workers.
**equipment** -3% (compound) to equipment and abilities cost.
**Spells** – 10% to battle spells power.
**Loathing** – 0.06% to attack for each death of your squad in a cave, capped at X deaths, resets every cave.
**Enslavement** – Enslave 1 enemy per X to work as overseer, Each level decrease that range by 2% (compound).
**Bosses**
**Pit Lord** , floor 5, Unlocks Critic Hit, Pierce, Heal
Attack 31, Armor 6, Health 666, Initiative 30
Beserk 20%
Dark Mana 10
first time tactic, buildup sword and bow until you are able to beat the boss faster then beserk kills your team
**Cerberus** , floor 10, Unlocks Attack, Armor, Health
Attack 66, Armor 13, Health 1366, Initiative 1
Attack all
Dark Mana 35
first time tactic, further building up of foremost sword and breastplate, to be able to take enough hits on warrior, due to attack all the archer and cleric will die early
**Hell Knight** , floor 15, Unlocks Mana
Attack 96, Armor 0, Health 2066, Initiative 29
Blunting 6%
Regeneration 6%
Pierce protection 100%
Pierce armor 66%
Dark Mana 75
**Pit Lord** , floor 20, Unlocks Discipline
Attack 166, Armor 113, Health 9966, Initiative 30
beserk 30%
Dark Mana 125
first time tactics, protect will help you break through, more attack is better, a couple of dark rituals is recomended before attempting this boss
**Cerberus** , floor 25, Unlocks Storages
Attack 966, Armor 666, Health 13.7k, Initative 1
Attack all
Dark Mana 180
**Hell Knight** , floor 30, Unlocks Loot
Attack 666, Armor 0, Health 20.7k, Initiative 29
Blunting 6%
Regeneration 16%
Pierce Protection 100%
Pierce Armor 66%
Dark Mana 250
**Pit Lord** , floor 35, Unlocks Housing
Attack 6666, Armor 6666, Health 667k, Initiative 30%
Supreme
Beserk 66%
Double Attack 66%
Dark Mana 340
**Cerberus** , floor 40, Unlocks Equipment
Attack 6666, Armor 6666, Health 6.67m, Initiative 1
Supreme
Attack all
Dark Mana 440
**Hell Knight** , floor 45, Unlocks Spells
Attack 9006, Armor 0, Health 16.7m, Initiative 29
Supreme
Blunting 6%
Regeneration 6%
Pierce Protection 100%
Pierce Armor 66%
Dark Mana 550
**Demon Overlord** , floor 50
Attack 66.7k, Armor 0, Health 1B, Initiative 29
Attack any
Pierce Protection 66%
Supreme
Reinforcement
Dark Mana 690
**Beast** , floor 66, Unlocks Loathing
Attack 0, Armor 0, Health 6T, Initiative 113
Awakening\*
adds Double Attack
adds Pierce Protection
Dark Mana 1066
**Lich** , floor 95,
Attack 66M, Armor 166M, Health 13T, Initiative 4
Supreme
Dark Strike 66M
Dark Mana 2100
floor aura, disorder, all your spells are randomly replaced by the effect of another spell
**Lich** , floor 100
Attack 166M, Armor 266M, Health 666T, Initiative 4
Supreme
Dark Strike 113M
Dark Mana 2500
**Lich** , floor 105
Attack 213M, Armor 366M, Health 6Qa, Initiative 4
Supreme
Dark Strike 96M
Dark Strike 96M
Dark Mana 3000
floor aura, cast a random effect on a random target, effects change between: injure, rage, heal, weaken, protect, rage and stun
**Wraith** , floor 115
Attack 1.6B, Armor 0, Health 6Qi, Initiative 29
Supreme
Dodge 36%
Dark Mana - 4200
floor aura: Illusion 13% chance that yor hero will attack one of your allies.
**Wraith** , floor 120 1st
Attack 1.6B, Armor 0, Health 16Qi, Initiative 29
Supreme
Attack Any
Dodge 26%
Dark Mana -
floor aura: Devouring, Wraith gets new abilities and +100% to health when reborn.
**Wraith** , floor 120 2nd
Attack 1.6B, Armor 0, Health 32Qi, Initiative 29
Supreme
Attack Any
Dodge 26%
6% beserk
Dark Mana -
floor aura: Devouring, Wraith gets new abilities and +100% to health when reborn.
**Wraith** , floor 120 3rd
Attack 1.6B, Armor 0, Health 64Qi, Initiative 29
Supreme
Attack Any
Dodge 26%
6% Beserk
16% Double Attack
Dark Mana 5000
floor aura: Devouring, Wraith gets new abilities and +100% to health when reborn.
**Wraith** , floor 125
Attack 1.6B, Armor 0, Health 66Qi, Initiative 29
Supreme
Attack All
Dodge 16%
Dark Mana 6000
floor aura: Demonic Fog, this hypnotic fog gives enemy a random ability for one turn.
**A few common tips:**
On the second floor you find discipline scroll, this lets you click any resource, food, wood, metal, gold, gems or mana and for 10 sec get a +50% production or 0.25 units per sec if you have no or a low production of the resource in question, mostly gold and gems early on, on floor 11 the second rank of this scroll gets found, boosting the gain to +100% production or atleast 0.5 gain in a resource with no or very low gain
Speed up global spell for feathers can finish your spell que instantly in tough boss fights, finishing the next up til 10 spells, depending on your number of spell factories, instantly
Also another handy tip for speed up, click a resource and discipline will act as a 50%/100% production modifier for the entire +8 hour bonus, depending on discipline rank ofcourse
Watching an ad gives you 10 minutes of faster spell charging, adding mages are highly recomended once you wish to beat floor 25+
Having your team walk between two chests, keep clicking between the two, one usually being behind boss, can help you fill your spell que up after having cast your initial choice of spells, example, 5 protect to keep team healthy, then wait up til 20 seconds per protect spell, depending on number of mages and if you watched an ad, disabling x2 is generally vital for this tactic, later you can virtually endlessly stack rage spell, third and any after is at 1% compounding bonus with this trick
For tough boss fights, disable X2, spells charge at the same real time on both X2 and normal, but the combat rounds are twice as fast with X2 enabled
past floor 113, you are able to target mobs like you are able to target chests at around floor 10 or so
**Dark Mana loot** each floor chest 51-79 is guarded by a stronger version of the base monsters, exept 66 which is beast
scroll drops floor 80-89 are 100% random, with re import from previous floor it is possible to force these scrolls into desired values
51 = 113, food scroll, guarded by a demon
52 = 118 wood scroll, guarded by a hellhound
53 = 122 metal scroll, guarded by a fire demon
54 = 127 health scroll, guarded by a vampire
55 = 132 attack scroll, guarded by a succubus
56 = 137 gem scroll, guarded by a gargoyle
57 = 143 gold scroll, guarded by a fallen
58 = 148 armor scroll, guarded by a nightmare
59 = 155 food scroll, guarded by a banshee
60 = 161 wood scroll, guarded by a hellhound
61 = 167 metal scroll, guarded by a fire demon
62 = 174 gold scroll, guarded by a demon
63 = 181 attack scroll, guarded by a vampire
64 = 188 gem scroll, guarded by a nightmare
65 = 196 food scroll, guarded by a succubus
66 = boss floor beast, worker scroll
67 = 212 mana scroll, guarded by a gargoyle
68 = 220 health scroll, guarded by a fallen
69 = 229 wood scroll, guarded by a banshee
70 = 238 5% metal scroll, guarded by a demon
71 = 248 armor scroll, guarded by a fallen
72 = 258 5% wood scroll, guarded by a fire demon
73 = 268 metal scroll, guarded by a hellhound
74 = 279 5% food scroll, guarded by a nightmare
75 = 290 gem scroll, guarded by a vampire
76 = 301 5% gem scroll, guarded by a succubus
77 = 313 gold scroll, guarded by a gargoyle
78 = 326 5% gold scroll, guarded by a banshee
79 = 339 spell scroll, guardd by a demon
80 = 352 2 scrolls, 2 chests
81 = 367 2 scrolls, 2 chests
82 = 381 2 scrolls, 3 chests
83 = 396 3 scrolls, 3 chests
84 = 412 3 scrolls, 3 chests
85 = 429 3 scrolls, 3 chests
86 = 446
87 = 464
88 = 482
89 = 502
General FAQ (with questions randomly arranged. Good luck finding them! \<3: (Author of this FAQ = BateSensei)
_First few common tips_
- The game does not have to be completed in a single run, so don’t be afraid to use soft reset (called Dark Ritual) often, especially if you’re a newer player.
- Sometimes it may be better option to close the game, instead of letting it run by itself when you leave your computer. You will get features that boost your offline production and that way it will allow you to affort more stuff. Plus, it’s less fire hazardous.
- Quests can be completed at anytime once you unlock them. If it feels hard now, try again in 3-5 floors.
- Don’t be afraid to rearrange your perks and try different “builds” once in a while.
- Generally when farming for Dark Mana, short and fast (1-15 for beginners, 1-20 later) runs are recommended. But keep in your mind that as you get stronger, going deeper will start paying off more.
- Speed Ups are helpful, but not mandatory part of the game.
- Chatroom #1 is filled with nice and helpful people. If you have a quick question or just want to chat, that’s the place for it.
- Always keep a fresh exported copy of your save on your own computer. Click the button with arrow pointing to top left corner and it will save a string of text to your clipboard. Paste it to Notepad, Word, LibreOffice or any text editor you choose and save it. You can import your saved game by clicking the icon with arrow pointing to center and pasting that code there. This way you can always bring back your savefile in case it gets deleted somehow.
- Boost your gaming experience by listening to music while playing. When you need to push it to the limit, 80’s montage music is recommended.
_FAQ_
Q: Which monsters scales to your stats?
A: Only Guardians and monsters on farming maps.
Q: How do I see my/monsters stats?
A: Hover your mouse over the one you want to check. For more details on your stats, click that “i” button next to your characters name.
Q: Can I change my characters names?
A: Currently, no.
Q: What defines attacking order?
A: Iniative. The lowest ones attack first.
Q: What is that Bullseye icon under the monsters? Is it a bad thing?
A: It’s wound and it’s a good thing. It means your Archer has pierced its armor. You will eventually be able to deal extra damage for each wound you inflicted.
Q: How do I increase Pierce chance?
A: Buying Archery building, Pierce perk, Sniping Ability and Artifact from Quests. Check moonshardys posts for details.
Q: What was that flashing skull icon? Did the monster do something bad?
A: No, your Warrior did a Critical Hit.
Q: How do I increase Critical chance?
A: Buying Arena building, Critical Hit perk, Crush ability. See moonshardys posts for more details.
Q: That + icon over my team members must’ve been Clerics heal! How do I strengthen it?
A: Buying Magic Schools, Heal perk, Amulet arsenal. See moonshardys posts for more details.
Q: Monsters here are too hard. How do I change floors?
A: You cannot directly go back to previous floors. Once you clear the current floor, you will automaticly be taken to next.
Q: So I can never go back?
A: Once you clear floor 15, you will unlock Dark Ritual in your Perks tab. You can set points to perks and by clicking Dark Ritual, you will be taken back to floor 1 stronger than before.
Q: How am I supposed to get there with such a weak team?
A: Monsters on normal floors doesn’t recover health after you die. You can keep attacking and they will die eventually. You will also get nifty spells like “Cure” for healing and “Protection” for.. Protection. See moonshardys post for more details about Battle Spells.
Q: Do Battle Spells load faster with 2x button?
A: No, they do not.
Q: Is there anything that will power up my team?
A: Monsters drop “Experience” in each floor to power up your team. You will unlock Quests in some floors which rewards you with Artifacts which will help. In some floors you will unlock equipment for Arsenal and Training facilities (Arena, Archery, Magic School) which allows you to hire Trainers (Veteran, Sniper, Archmage). Set trainers from Workers tab.
Q: Do floor monsters scale to your stats?
A: No, only Guardians and monsters on farming maps do.
Q: Do experiece, arsenal and such boosts stay after Dark Ritual?
A: Most of them doesn’t, but Artifacts from quests and Global spells do.
Q: I cannot buy Veterans! Is there a way to get more gems or gold, other than monsters and chests?
A: You can slowly generate gold or gems by clicking on them. You will eventually unlock Gold Mine and Workshop and couple of global spells which generates them.
Q: I have Auto Battle on, but my team doesn’t do anything! Did I break them?
A: Starting a Battle requires Mana. You can get faster Mana generation by building Mana Buildings such as Altar. You can also temporary boost Mana production by clicking on it.
Q: My mana is full and they still won’t do anything!
A: Build “Well” for larger mana pool.
Q: Is there a way for get faster basic resources?
A: You will eventually unlock repeatable quests which allows you to farm food, wood and metal.
Q: Can you boost resource drop from repeatable quests?
A: Yes, by setting more workers to that spesific resource.
Q: I can’t start the quest! I had enough mana to do normal floors just now!
A: Check the mana cost. Quests cost more than normal floors.
Q: Do monsters on resource quests scale to your stats?
A: Yes, only Guardians and monsters on farming maps.
Q: Do monsters on resource quests scale to your current floor?
A: Yes.
Q: What is that monster with red icon?
A: That is a boss and you will face one every 5 floors until 50.
Q: Monsters are suddenly powering up and restoring back to full health after killing me. What’s up with that?
A: Each Boss has an aura. You can check its effect by putting your mouse over that red pentagram on top right corner. Once the boss is dead, monsters on that floor will stop healing and powering up.
Q: Do Bosses scale to your stats?
A: No, only Guardians and monsters on farming maps do.
Q: I found a Feather/Claw/Horn. What is it used for?
A: Those ingredients are used for “Global Spells” which you can unlock at certain floors. See moonshardys posts for details.
Q: When should I cast Global Spells?
A: For all except Speed Up, as soon as you can.
Q: Do Global Spells effect stay after Dark Ritual?
A: Yes, except for “Speed Up” for obivious reason.
Q: Does Speed Up automaticly build storages?
A: Only for food, wood and metal. Mana wells will not be build.
Q: Does clicking to boost resource production boost it for speed up?
A: Yes it does.
Q: How do I get ingredients faster?
A: Drops are set to a timer. You may have one every 20 minutes.
Q: There is a monster with yellow icon on the map. What is it?
A: That is an Overseer which you can make to work for you once it’s beaten. See moonshardys details on them.
Q: The yellow icon monster was not impressed with me and ran away! What happened?
A: You have to take Overseer down with one hit or it will get insane boosts to its stats. See moonshardys details to prepare enough damage.
Q: My Warrior doesn’t have enough damage to kill yellow icon guy with one hit, but Archer has. Can I change battle order?
A: No, you cannot. Attack order depends on initiative. You can however with some luck or planning involved have your get Warrior killed by different monster before going to Overseer. To make sure your Archer stays alive until then, use Protection.
Q: I killed the yellow icon guy! How do I get him to work?
A: You can your set Overseer to work from that weird remote control button.
Q: Do yellow ic- Overseers scale to your stats?
A: No, only Guardians and monsters on farming maps do.
Q: Which perks should I use my Dark Mana on?
A: It’s adviced to concertrade on attack first. Pierce and Critical hit also will make your early runs faster. And you should not neglect Mana.
Q: I did Dark Ritual, but I’m not any stronger!
A: Don’t forget to set Dark Mana on Perks _before_ you click Dark Ritual button.
Q: Can I reset my Dark Mana?
A: You can remove and get your used Dark Mana back by using CTRL+Click or Right Click with your mouse on perks.
Q: I can’t remove points from perks!
A: You have to reach floor 15 again to reset your perks.
Q: How do I get more Dark Mana?
A: You get Dark Mana by beating Bosses every 5 floors up until 50. From 51 and onward you get a little Dark Mana from each floor.
Q: No, I mean MORE Dark Mana.
A: You will eventually acquire “Loot” perk which boosts your Dark Mana. Later you will get “Dark Loot” reward which will boost it as well.
Q: I’m stuck at floor X! How do I get futher?
A: If it’s too hard, there are two options. You can either do dark ritual and collect more dark mana for perks, or try pushing through with speed ups. But be aware that if you push with speed ups, you might get stuck again on next floor and have to do the ritual anyway.
Q: How much Dark Mana is required to beat X?
A: It’s not the size of your Dark Mana pool, it’s how you use it. You can set your perks for certain type of builds. For example, for Guardian hunting you might want to set your armor low as possible and ignore heal, but for bosses you might need to set perks differently. See moonshardys details on Guardians and Bosses.
Q: What is that sword icon suddenly on the map?
A: That’s an ability and in front of it is a Guardian. It will not be automaticly picked up, so you have to manually click to reach it. If you don’t, your team will advance to next floor ignoring it.
Q: This monster guarding the ability is wicked strong! I did some serious grinding and when I tried it again, it beat me twice as hard! wut?
A: Guardians attack scales to your Armor+Heal. See moonshardys post for more details and stragedy guide.
Q: Can I try getting the Ability later?
A: You can try it after Dark Ritual as many times it takes you to get it.
Q: Do Guardians scale to your stats?
A: No, only Gu-…. Yes.
Q: I got an Ability, but I can’t find it! Where is it?
A: It’s in your Arsenal. Each Ability is set to spesific equipment. You can raise Abilitys rank by 1 for each 10th upgrade of its related equipment. See moonshardys post for more details.
Q: I got like, 47 in this abilitys equipment and I still can’t see it!
A: You will see it at next 10th upgrade, which will be at 50. You’ll be able to rank it up to match your weapons level.
Q: Is there a max rank for abilities?
A: Yes, 12.
Q: Do Abilities stay after Dark Ritual?
A: You keep your Ability, but it will be reset back to 0.
Q: These Abilities costs way too much! Can I disable them?
A: No, but you can skip buying them by right clicking the ability. They will be avaible at next 10th upgrade and the cost for rank won’t change.
Q: I picked up a teleport spell, but can’t find it. Where is it?
A: Teleportion spell works automaticly on next floor once you pick it up. It will make you automaticly jump to next monster or chests after two steps when you start a battle.
Q: Can I turn Teleport off?
A: You can turn teleport off from options. Click the button in between ad boost (lightning) and export (arrow to upper left) button. It has a hammer and wrench on it. Sometimes teleportion button grayed out even if you have picked it up, but it will be fixed if you refresh the game.
Q: Does Teleport stay after Dark Ritual?
A: No, you will lose it in ritual until you pick it up again.
Q: I found a amazing scroll of X! It was strangely highlighted, so does it stay after ritual?
A: No, it does not.
Q: I found a Dark Absorber. It’s really expensive, is it worth it?
A: Yes, definetely. You should buy it as soon as possible, preferably before doing Dark Ritual.
Q: What is Dark Absorbers max level?
A: 1. But you’ll get a booster for it later.
Q: Will Dark Absorber level stay after Dark Ritual?
A: Yes it will.
Q: What are Runes?
A: There are 4 Runes which you can use on floor 50. One boosts attack power, one boosts health, one gives hp regeneration and one casts Protection automaticly.
Q: How do I unlock and use them?
A: Runes are unlocked after you kill one monster at floor 50. It will open a new tab “Runes” where you can buy levels and activate them.
Q: Can I use Runes to beat the harder Quests?
A: As long as the Runes are activated, you can use them during Quests.
Q: ZOMGWTFBBQ! My Runes disappeared! (ノ ゜Д゜)ノ ︵ ┻━┻
A: Runes will be deactivated once the Boss on floor 50 is killed.
Q: Will I get to use runes and do I have to buy the levels again?
A: You can use Runes again next time you reach floor 50 and kill one monsters. Previously bought levels will stay. ┬─┬ ノ( ゜-゜ノ)
Q: What are “Rewards” and how do I use them?
A: Rewards bonuses which you have access after beating Demon Overlord on floor 50. A new button above Overseers will appear for your enjoyment. Monsters on each floor after 50 has a low chance to drop a key which allows you unlock a reward after you complete a specific task.
Q: Can I get more than one key from one floor?
A: No, each key is set to its own floor. Keep your eyes open for red text in action log. If you’re unsure if found the key on current floor, check moonshards details on rewards.
Q: Does drop timer affect Rewards key drop?
A: No, it’s constant chance from each monster.
Q: How do I do the task for X Reward?
A: See moonshardys post for details about Rewards.
Q: How do I get “Loathing” perk?
A: You get it after killing Boss on floor 66.
Q: How is damage boost from Loathing calculated?
A: It’s 0.06\*perk\_level\*death\_count and its max cap depends on your perk level. You can check how many deaths it counted by pressing the “i” next to your heroes.
Q: My damage boost from loathing disappeared!
A: It resets back to 0 in beginning of each floor.
Q: I clicked “Lightning button”, but nothing happens. What is it?
A: That is bonus button and it gives you temporary boosts in exhange of your time watching ads. If the button is not doing anything, make sure your NoScript is allowing A LOT of sites. It might require several refreshes to get them all.
Q: Waaaaa, my Ads aren’t working! I blame the game and developer!
A: The ads are related to Kongregates API and developer has no influense on them. Try again. If you have a pop-up message saying they are unavaible, try again later.
> *Originally posted by **[xylitian](/forums/32497/topics/627735?page=1#posts-10433861):***
>
> New interesting thing discovered: there is an internal timer that effectively limits looting rate to at most once per 20 minutes, after which you have a 20% chance of getting loot from a monster.
>
> The rewards have a 3% chance of dropping, but you have to be on a specific floor to get the drop:
>
> 51 dark loot
> 52 blocker – chance is round(25\*ln(veterans/15)) – which gives a negative number for veterans \< 15 (although functionally this is equivalent to having 0% chance I believe). Some breakpoints:
>
> 15 0%
> 20 7%
> 30 17%
> 40 25%
> 50 30%
> 60 35%
> 70 39%
> 80 42%
> 90 45%
> 100 47%
> ~~-~~ ———- (if you have Training)
> 110 50%
> 120 52%
> 130 54%
> 140 56%
> 150 58%
> 160 59%
> 170 61%
>
> 53 skilled workers – value is round(20.66\*(forge+storage+granary+well)^0.6)\*0.25
>
> Some breakpoints:
>
> 25 buildings total: +0.36
> 50 buildings total: +0.54
> 75 buildings total: +0.69
> 100 buildings total: +0.82
> 125 buildings total: +0.94
> 150 buildings total: +1.04
> 175 buildings total: +1.15
> 200 buildings total: +1.24
>
> 54 last shot round(36\*(sniper/3)^0.48)
>
> 50 snipers = 139%
> 100 snipers = 194%
> ~~-~~ ————— (if you have Training)
> 130 snipers = 220%
> 140 snipers = 228%
> 150 snipers = 235%
> 160 snipers = 243%
> 170 snipers = 250%
>
> 55 oversight round(3.66\*ln(food))
>
> e.g.
> 1M food = +51%
> 1B food = +76%
> 1T food = +101%
> 1Qa food = +126%
>
> 56 regeneration
>
> curedhealth = total health cured over all sessions, doesn’t reset on portal
> Makes cure last log(curedhealth)^0.6 seconds, also buffs heal (log(curedhealth)^0.6/2+1) times
>
> 57 armorer
> +0.09% per arsenal item (only boosts the 9 core equips)
> 58 demon slaughter
> (criticalstrikes)^0.41 (critical counter resets on a dark ritual)
>
> Also, rage is multiplicative, but has 10% benefit on the second cast, and 1% benefit on future casts.
>
> For example: if rage does +500% damage, then:
>
> First cast brings x6 damage
> Second cast only buffs +50% damage, for x9 damage
> Third cast buffs +5% damage, for x9.45 damage
> Fourth cast also buffs +5% damage, for x9.92 damage
> etc. etc.
brought this along for completion as well, tho parts of it may be out of date, i kept it in its complete version
new rewards:
‘wagon of mana’: Increases dark mana loot based on dark mana collected before last dark ritual. Currently will be XX%
‘galloping’: Reserved for future reward.
Little info on ‘wagon of mana’: I got 668k DM (just enough!) on boss on cave 130. I had loot perk at 65 (583%) and dark lord reward at 311% (cave 137 in the run before). Dark loot reward was at 240%… so now you can calculate yourself how much of what you need.
on cave 120 I just got around 450k DM (though dark loot reward was only 234% at that time)…
Will delete this post once the main post has been updated ;-)
Floor 140’s base mana is 9700.
Floor 66’s banshee does 5 to 8M damage with about 700M-800M health. The absolutely minimum you need to beat it with a few speed up is about 4M archer attack after rage with all skills maxed (and it will likely take 10+ tries).
due to popular demand i’ll try to keep this post near the top, dont need to keep it stickied
easiest is if i can bump it myself, i can then delete last post and post a new one, keeping the post itself as free of clutter as possible:)
> *Originally posted by **[notfromearth](/forums/32497/topics/648786?page=1#posts-10630611):***
>
> new rewards:
>
> ‘wagon of mana’: Increases dark mana loot based on dark mana collected before last dark ritual. Currently will be XX%
> ‘galloping’: Reserved for future reward.
>
> Little info on ‘wagon of mana’: I got 668k DM (just enough!) on boss on cave 130. I had loot perk at 65 (583%) and dark lord reward at 311% (cave 137 in the run before). Dark loot reward was at 240%… so now you can calculate yourself how much of what you need.
> on cave 120 I just got around 450k DM (though dark loot reward was only 234% at that time)…
>
> Will delete this post once the main post has been updated ;-)
seems floor 130 should be 7k dark mana base
floor 120, should be 4800
not updating main post just yet, but keeping it here for now :)
Wagon Of Mana
Get 666K dark mana at once.
Increases dark mana loot based on dark mana collected before last dark ritual. Currently will be XX%
Warlord
Reach cave 90 without squad death.
reward is 2% dodge to all characters
Galloping
Beat cave 50 in 13 minutes 66 seconds.
Reserved for future reward.
Long Trip
Collect 90K dark mana with only Critic Hit, Pierce and Heal active perks.
Reserved for future reward.
> *Originally posted by **[chris0804](/forums/32497/topics/648786?page=1#posts-10633270):***
>
> Floor 140’s base mana is 9700.
I have a question/suggestion to add to this post.
Going further into the Urbanization scroll and as well letting people know what floor they are on so that way you can get more out of them.
Great post guys
> *Originally posted by **[haloswarm](/forums/32497/topics/648786?page=1#posts-10663448):***
>
> I have a question/suggestion to add to this post.
>
> Going further into the Urbanization scroll and as well letting people know what floor they are on so that way you can get more out of them.
>
> Great post guys
fair few floors had random scrolls deeper down, not all of them but some, so past X point that is pointless sadly
dear jas below and to others who thinks of posting/posts “how do i”
im NOT going to start posting help posts here, especially not for stuff that i have answered in the thread, i know it works, there is a chat ingame to further ask questions
furthermore this is not a howto guide, this is a compiled list of info
edited again in response to midfield below
wagon of mana is a factor of reaching enough %'s to make 7k/9.7k push to 666k dm modified, in general one trip to 140 and one to 130 should be enough for players once they are that far, i would personally go for 130 then 140 then take long trip directly after with a substantial % bonus :) makes you able to beat long trip without going past beast
Here's some more info on wagon of mana.
I got 722432 dm at cave 130.
red rewards: 41 (all but the first three, wagon of mana, and long trip, 246% dl).
dark lord: 324% (cave 140)
loot perk: 66 (603%).
Here's the info for long trip. I did it right after I got wagon of mana.
I reset at dark lord. Cave 131 (287%). Beginning cave 66 I had 96% of my mana.
Defeating the beast got me the award. The beast wasn't too bad, it was definitely easier than going to 140. But you could probably get long trip before 66 if you dr'ed on 140.
In the guardian section, "From floor 34+ you can use Rage Spell except vs 41, which dispels Rage and Protection".
Actually it dispells rage OR protection. Based on this, my tactic to defeat him (my highest floor was 50 but not beaten, total DM 50k) was to pump 20 levels in the Spells perk, and to fight him with 2 rage and full protect. That way the rages stayed and I beat him easily without ads (with resurrection I still cant beat him).