Preparing Guide - Open Notes
Preparing Guide - Open Notes
WEAK (or weakened by patches) units:
Spider - Can be scary when you are beginner, later on just a nuisance. Probably weakest unit in the game.
Tengu - Good healer with 30% resistence to Stun but otherwise not much use. It's damn missing cleanse.
Couatl - Coutal can heal, cast protection buff 45%PWR and can cast mend 75%PWR! The problem here lies in luck, you need to have it high to be on par with protection and also you need an enchantment here to self cleanse, at least. Generally cleanse and reduction from black dmg is what is the most missed here.
Druid - Great for cleanse, missing mend or resurrection!
Motto: "Colors beat dots. Abilities beat sheer numbers."
You may ask why these units above exists? So, that's because in 2017 they added Fatique and that changed completely in game balance. They however didn't tweaked properly older units. It's like with Baroness, she's still useful but until 2017 she does rocked!
Spider - Can be scary when you are beginner, later on just a nuisance. Probably weakest unit in the game.
Tengu - Good healer with 30% resistence to Stun but otherwise not much use. It's damn missing cleanse.
Couatl - Coutal can heal, cast protection buff 45%PWR and can cast mend 75%PWR! The problem here lies in luck, you need to have it high to be on par with protection and also you need an enchantment here to self cleanse, at least. Generally cleanse and reduction from black dmg is what is the most missed here.
Druid - Great for cleanse, missing mend or resurrection!
Motto: "Colors beat dots. Abilities beat sheer numbers."
You may ask why these units above exists? So, that's because in 2017 they added Fatique and that changed completely in game balance. They however didn't tweaked properly older units. It's like with Baroness, she's still useful but until 2017 she does rocked!
Last edited by Pol on 12 Feb 2021, 15:01, edited 6 times in total.
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Re: Preparing Guide - Open Notes
Tokens and Totems mining is best to be done on:
* Might over Magic (RANDOM totems+tokens)/rotaitng per week
* Bewithching Bayou (LUCK+PWR+tokens)/rotating per week
* Battle of Bards (DEF+HP+tokens)/rotating per week
* Pyrat Plunder (ATK+HP+tokens)/rotating per week
* A Giant Adventure (RANDOM totems + tokens) - Beginners Quest/daily
* Might over Meowgic (totems + rare resources depending on difficulty, Wood-Ironbark-Enchanted Ironbark)/daily
* Tomb Raiders (totems + rare resoures depending on difficulty, Ore-Mithril-Enchanted Mithril)/daily
* Knight Time (totems + rare resources depending on difficutly, Sulfur-Brimstone-Enchanted Brimstone, Mercury-Quicksilver-Enchanted Quick Silver)/daily
* Battlefiedl of Love (HP) - Saint Valentine event only
Overall highest gain is probably from Might over Magic, you can also farm here Kitten, Fowl(alias Angry Chicken) or Black Cat.
Also for totems, essences, idols, rare resources or quick coins they can be found, once per day, in Kingdom to be bought from Lady in the Lake
Additionally you can get bit of every resources here and there, let overview it a bit:
Sigils
- Lord and Knight difficulty on Wish Quests
- And a bit on Totem Quests (see below),Tomes Quests, Rare resources Quest and randomly everywhere else.
Rare resources:
These are Ironbark(Might over Meowgic), Mithril(Tomb Raiders), Brimstone and Quicksilver(Knight Time). And you will need them for your Kingdom and Enchants.
- Use Knight level for silver Enchants
- Use King level for Gold Enchants
- You are limited only by small/medium/large creatures based on choosen quest
- Tomb Raiders are bit a special, as you will get one Ankh from here. Very often. Color or Divine
- Knight Time is also special, cuz it have two resources you will play it twice as often.
Teams for final battles:
Might over Meowgic - There's no small green with stun but nicely enchanted mantis will do. You will need to have one anyway!
Tomb Raiders - pack in some healing, buff and debuff and you are good to go. Better to ignore and encounter Indiana Jones in the pyramid
Knight Time - like previously and add some red nuker. Drake, Baboon, Marauder, even Elemental or Ogre will do.
* Might over Magic (RANDOM totems+tokens)/rotaitng per week
* Bewithching Bayou (LUCK+PWR+tokens)/rotating per week
* Battle of Bards (DEF+HP+tokens)/rotating per week
* Pyrat Plunder (ATK+HP+tokens)/rotating per week
* A Giant Adventure (RANDOM totems + tokens) - Beginners Quest/daily
* Might over Meowgic (totems + rare resources depending on difficulty, Wood-Ironbark-Enchanted Ironbark)/daily
* Tomb Raiders (totems + rare resoures depending on difficulty, Ore-Mithril-Enchanted Mithril)/daily
* Knight Time (totems + rare resources depending on difficutly, Sulfur-Brimstone-Enchanted Brimstone, Mercury-Quicksilver-Enchanted Quick Silver)/daily
* Battlefiedl of Love (HP) - Saint Valentine event only
Overall highest gain is probably from Might over Magic, you can also farm here Kitten, Fowl(alias Angry Chicken) or Black Cat.
Also for totems, essences, idols, rare resources or quick coins they can be found, once per day, in Kingdom to be bought from Lady in the Lake
Additionally you can get bit of every resources here and there, let overview it a bit:
Sigils
- Lord and Knight difficulty on Wish Quests
- And a bit on Totem Quests (see below),Tomes Quests, Rare resources Quest and randomly everywhere else.
Rare resources:
These are Ironbark(Might over Meowgic), Mithril(Tomb Raiders), Brimstone and Quicksilver(Knight Time). And you will need them for your Kingdom and Enchants.
- Use Knight level for silver Enchants
- Use King level for Gold Enchants
- You are limited only by small/medium/large creatures based on choosen quest
- Tomb Raiders are bit a special, as you will get one Ankh from here. Very often. Color or Divine
- Knight Time is also special, cuz it have two resources you will play it twice as often.
Teams for final battles:
Might over Meowgic - There's no small green with stun but nicely enchanted mantis will do. You will need to have one anyway!
Tomb Raiders - pack in some healing, buff and debuff and you are good to go. Better to ignore and encounter Indiana Jones in the pyramid
Knight Time - like previously and add some red nuker. Drake, Baboon, Marauder, even Elemental or Ogre will do.
Last edited by Pol on 14 Feb 2021, 08:01, edited 6 times in total.
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Re: Preparing Guide - Open Notes
Tomes Mining:
The Ivory Excavation (blue,white) - Grunt, Squire, Soldier, Assasin, Defender + blue and white dust (lord+knight: sigils, higher: eternal runestone, some sigils too)
Scorched Earth (red, green) - Ranger, Bruiser, Hunter, Mystic, Bersekr + red and green dust (lord+knight: sigils, higher: eternal runestone, some sigils too)
Shadows in the Sand (yellow, black) - Healer, Mage, Scholar, Bard, Warlock - yellow and black (lord+knight: sigils, higher: eternal runestone, some sigils too)
Tomes use:
Grunt - Increased dmg to single enemy! +10%HP
Squire - Normal single. +25%crit dmg vs non-flying. +5%PWR, +5%ATK
Soldier - Normal single. +5% to all attributes
Assasin - AI less likely to target this creature. Normal single. +10%crit to yellow, +40% to red
Defender - AI more likely to attack this creature. Reduced single. Landing a crit converts 20%dmg dealt to HP. +10%DEF
Healer - Reduced single. Landing a crit heals all party members for 2% of their max HP. +5%DEF, +5%PWR
Ranger - Normal single. +20% dmg vs flying creatures. +10%ATK
Bruiser- Reduced twice single target. +5% chance to crit
Mage - Reduced main and adjacent. +10%PWR
Hunter - Normal single. +30%crit vs Large or Boss. +5%ATK, +5%LUK
Mystic - Normal single. +30%crit if all ability charges are full. +20% mana from each ball dropped
Scholar - Reduced, entire row. +30% to small. +15%PWR
Bard - Reduced single. And generate extra mana ball. +10%LUK
Warlock - Normal single. +30%crit if status is under effect.
Bersekr - Reduced single. DMG is increased if target is in yellow and even more if it's in red. +1 combo multiplier
Obviously in dungeon defense Mystic and Bard are useless. But Hunter can be essential.
The Ivory Excavation (blue,white) - Grunt, Squire, Soldier, Assasin, Defender + blue and white dust (lord+knight: sigils, higher: eternal runestone, some sigils too)
Scorched Earth (red, green) - Ranger, Bruiser, Hunter, Mystic, Bersekr + red and green dust (lord+knight: sigils, higher: eternal runestone, some sigils too)
Shadows in the Sand (yellow, black) - Healer, Mage, Scholar, Bard, Warlock - yellow and black (lord+knight: sigils, higher: eternal runestone, some sigils too)
Tomes use:
Grunt - Increased dmg to single enemy! +10%HP
Squire - Normal single. +25%crit dmg vs non-flying. +5%PWR, +5%ATK
Soldier - Normal single. +5% to all attributes
Assasin - AI less likely to target this creature. Normal single. +10%crit to yellow, +40% to red
Defender - AI more likely to attack this creature. Reduced single. Landing a crit converts 20%dmg dealt to HP. +10%DEF
Healer - Reduced single. Landing a crit heals all party members for 2% of their max HP. +5%DEF, +5%PWR
Ranger - Normal single. +20% dmg vs flying creatures. +10%ATK
Bruiser- Reduced twice single target. +5% chance to crit
Mage - Reduced main and adjacent. +10%PWR
Hunter - Normal single. +30%crit vs Large or Boss. +5%ATK, +5%LUK
Mystic - Normal single. +30%crit if all ability charges are full. +20% mana from each ball dropped
Scholar - Reduced, entire row. +30% to small. +15%PWR
Bard - Reduced single. And generate extra mana ball. +10%LUK
Warlock - Normal single. +30%crit if status is under effect.
Bersekr - Reduced single. DMG is increased if target is in yellow and even more if it's in red. +1 combo multiplier
Obviously in dungeon defense Mystic and Bard are useless. But Hunter can be essential.
Last edited by Pol on 14 Jul 2019, 10:21, edited 5 times in total.
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Re: Preparing Guide - Open Notes
Strategies against Nymphs:
* if you are stronger, you can take out the Nymphs as a last. They have very low damage. You must be fast, before they can cast special. Help yourself with stunning them or silencing.
* If you will try to get them out as first then also charge and prepare your Cleansers and Dispellers, having on them self cleanse enchants. Stun, silence or overpower the nymphs and then use your C&D. This is very risky. Silencing nymphs can be a very good strategy imho but you need to be prepared when you finish them, as this last special cannot be silenced.
* if you are stronger, you can take out the Nymphs as a last. They have very low damage. You must be fast, before they can cast special. Help yourself with stunning them or silencing.
* If you will try to get them out as first then also charge and prepare your Cleansers and Dispellers, having on them self cleanse enchants. Stun, silence or overpower the nymphs and then use your C&D. This is very risky. Silencing nymphs can be a very good strategy imho but you need to be prepared when you finish them, as this last special cannot be silenced.
Last edited by Pol on 23 Feb 2019, 21:56, edited 1 time in total.
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Re: Preparing Guide - Open Notes
Omg there is so much to say
Ok I'll just throw in random stuff too
Must known defensive synergies
- Wood nymph + Cloud nymph, stun and mass debuff.
- Ant + Hyena, hit harder, and harder.
- Mummy + Kitsune + Black Cat, or the lucky trio.
- Templar + Walrus, stun and kill. You can enhance them with smalls granting the respective buffs on which their abilities are based on.
- Dark Elf + Walrus + Ornithopter, stun kill die, raise from the dead and kill again.
- Lizardman + Pirate Kobold, hit everyone harder.
There is so many more but these are no brainers I had at the top of my head.
Underrated defenders
- Frost Eagle and Swan, they cleanse all 100% so any attack team relying solely on white nymph gets a good surprise!
- Succubus, needs to be fully awoken but can be very dangerous on dark weeks when she is.
- Devilkin, hits extra hard yet we doesn't seem that popular.
- Wolf, super hard to make work but he buffs the offensive stat of the week and heals everyone.
That's it for now
Ok I'll just throw in random stuff too
Must known defensive synergies
- Wood nymph + Cloud nymph, stun and mass debuff.
- Ant + Hyena, hit harder, and harder.
- Mummy + Kitsune + Black Cat, or the lucky trio.
- Templar + Walrus, stun and kill. You can enhance them with smalls granting the respective buffs on which their abilities are based on.
- Dark Elf + Walrus + Ornithopter, stun kill die, raise from the dead and kill again.
- Lizardman + Pirate Kobold, hit everyone harder.
There is so many more but these are no brainers I had at the top of my head.
Underrated defenders
- Frost Eagle and Swan, they cleanse all 100% so any attack team relying solely on white nymph gets a good surprise!
- Succubus, needs to be fully awoken but can be very dangerous on dark weeks when she is.
- Devilkin, hits extra hard yet we doesn't seem that popular.
- Wolf, super hard to make work but he buffs the offensive stat of the week and heals everyone.
That's it for now
Last edited by Galaad on 30 Nov 2018, 20:55, edited 2 times in total.
Re: Preparing Guide - Open Notes
These are pretty good!
** Enchants: **
Courage
Mammoth, grants HP, 500-1000|2000-3000|4000-5000
Bison, grants % Protection from debuffs, 3-5|10-18|23-30
Bear, grants % dmg taken when below half HP, 2-4|10-15|20-25
Mongoose, grants dmg taken from Poison&Burn, 3-5|10-18|23-30
Boar, grants % dmg taken from debuffed enemies, 2-4|10-15|20-25
Armadillo, grants % dmg taken from Basic Attack, 1-2|4-9|13-15
Crocodile, grants % dmg taken while this Creature is at full HP, 1-2|4-9|13-15
Rhino, grants % dmg taken from Special Abilities, 1-2|4-9|13-15
Honor
Panther, grants ATK, 100-150|300-500|700-800
Turtle, grants DEF, 100-150|300-500|700-800
Tiger, grants % dmg against enemies at yellow HP, 3-5|10-18|23-30
Porcupine, grants % chance to counter with Basic vs Special ability, 3-5|10-18|23-30
Eagle, grants % dmg against debuffed enemies, 2-4|10-15|20-25
Hyena, grants % dmg against enemies at red HP, 5-10|20-30|40-50
Toad, grants % to drain 5% Mana on Basic Attack, 3-5|10-18|23-30
Badger, grants % dmg against Large or Boss enemies, 2-4|10-15|20-25
Spirit
Rabbit, grants LUK 100-150, |300-500|700-800
Pack, grants % PWR Heall all on Deathblow, 4-8|15-25|31-40
Lizard, grants % chance to Cleanse one debuff from self on Basic Attack, 1-2|4-9|13-15
Spider, grants % to cause 2-turn 25%PWR Poison on Basic Attack, 2-4|10-15|20-25
Wolf, grants % chance to cause 2-turn stat debuff on Basic Attack, 2-4|10-15|20-25
Phoenix, grants % chance to cause 2-turn 25%PWR Burn on Basic Attack, 2-4|10-15|20-25
Owl, grants % chance to generate a Mana ball on Basic Attack, 4-8|15-25|31-40
Vulture, grants % HP Regen on Deathblow, 3-5|10-18|23-30
Wrath
Lion, grants PWR, 100-150|300-500|700-800
Shark, grants % crit dmg, 10-20|40-60|80-100
Buffalo, grants % combo multiplier dmg, 5-10|20-30|40-50
Mantis, grants % chance to doublestrike with Basic Attack, 5-10|20-30|40-50
Viper, grants % chance to Detonate DoTs on Basic Attack, 1-2|4-9|13-15
Leopard, grants % dmg while below half HP, 4-8|15-25|31-40
Falcon, grants % crit rate, 1-2|4-9|13-15
Dragon, grants % dmg while at full HP, 3-5|10-18|23-30
** Enchants: **
Courage
Mammoth, grants HP, 500-1000|2000-3000|4000-5000
Bison, grants % Protection from debuffs, 3-5|10-18|23-30
Bear, grants % dmg taken when below half HP, 2-4|10-15|20-25
Mongoose, grants dmg taken from Poison&Burn, 3-5|10-18|23-30
Boar, grants % dmg taken from debuffed enemies, 2-4|10-15|20-25
Armadillo, grants % dmg taken from Basic Attack, 1-2|4-9|13-15
Crocodile, grants % dmg taken while this Creature is at full HP, 1-2|4-9|13-15
Rhino, grants % dmg taken from Special Abilities, 1-2|4-9|13-15
Honor
Panther, grants ATK, 100-150|300-500|700-800
Turtle, grants DEF, 100-150|300-500|700-800
Tiger, grants % dmg against enemies at yellow HP, 3-5|10-18|23-30
Porcupine, grants % chance to counter with Basic vs Special ability, 3-5|10-18|23-30
Eagle, grants % dmg against debuffed enemies, 2-4|10-15|20-25
Hyena, grants % dmg against enemies at red HP, 5-10|20-30|40-50
Toad, grants % to drain 5% Mana on Basic Attack, 3-5|10-18|23-30
Badger, grants % dmg against Large or Boss enemies, 2-4|10-15|20-25
Spirit
Rabbit, grants LUK 100-150, |300-500|700-800
Pack, grants % PWR Heall all on Deathblow, 4-8|15-25|31-40
Lizard, grants % chance to Cleanse one debuff from self on Basic Attack, 1-2|4-9|13-15
Spider, grants % to cause 2-turn 25%PWR Poison on Basic Attack, 2-4|10-15|20-25
Wolf, grants % chance to cause 2-turn stat debuff on Basic Attack, 2-4|10-15|20-25
Phoenix, grants % chance to cause 2-turn 25%PWR Burn on Basic Attack, 2-4|10-15|20-25
Owl, grants % chance to generate a Mana ball on Basic Attack, 4-8|15-25|31-40
Vulture, grants % HP Regen on Deathblow, 3-5|10-18|23-30
Wrath
Lion, grants PWR, 100-150|300-500|700-800
Shark, grants % crit dmg, 10-20|40-60|80-100
Buffalo, grants % combo multiplier dmg, 5-10|20-30|40-50
Mantis, grants % chance to doublestrike with Basic Attack, 5-10|20-30|40-50
Viper, grants % chance to Detonate DoTs on Basic Attack, 1-2|4-9|13-15
Leopard, grants % dmg while below half HP, 4-8|15-25|31-40
Falcon, grants % crit rate, 1-2|4-9|13-15
Dragon, grants % dmg while at full HP, 3-5|10-18|23-30
Last edited by Pol on 13 Aug 2019, 19:28, edited 3 times in total.
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Re: Preparing Guide - Open Notes
Dungeon Defense Minimum
* Even if you just start the minimum are 2d units and your goal is to fill it completely with all 4d units. More dots = faster secondary attack chance. Never waste your time on zero or 1D units!! Summon or farm instead to get better ones.
* The first wave is the one where you should destroy most of your visitors, use stun, silence and some strong units to attack.
* Utilize units synergies. Most units needs to have stronger PWR but there are some which secondary is based on ATK or LUCK, they have natural advantage here. Defense for secondary is also not bad. As everyone expect just PWR.
* Don't feed your visitors with pure healers. Although there are scenarios in the beginning combining healers, buffers and attackers in the first wave they are likely to work only in Bronze Tier.
* Nymphs are superb but you need to combine them with others. Just alone they are too vulnerable.
* Having Walrus, Cockatrice, Dark Elf or Drakes in the second wave is often a very good idea - because they have strong attack, first two combined with Stun.
* Third wave - Get here some Stunner or Silencer with a strong attack, Titans are almost always good, Phoenix is acceptable ( = strong but too much known), Blue Dragon, Cerberus... Just be aware of fact that even if some Legendary units are great team supporters, they don't tend to work so well alone.
What is most terrifying combination to met? Stun + Fatique, if successful it can decimate even the strongest teams. Aka, in line with White Nymph + Statue + (Black Nymph or Eagle or ..)
Also keep in mind that some units can ignore defense or have nasty enchants.
The other things influencing the results are enchants - which you can buy, awakenings - which some are critical (and it's expected that you always use fully awakened creatures asap), bonuses from your Kingdom, Shrines(ATK,DEF,LUK,PWR by Color) and Keeps(HP) and dungeon bonuses based on reward rotation. Now there if the reward is Legendary, there are two color bonuses. If not, there's just one. Also you can temporarily boost your armies from Kingdom, where apart from Castle each building can be "boosted".
* Even if you just start the minimum are 2d units and your goal is to fill it completely with all 4d units. More dots = faster secondary attack chance. Never waste your time on zero or 1D units!! Summon or farm instead to get better ones.
* The first wave is the one where you should destroy most of your visitors, use stun, silence and some strong units to attack.
* Utilize units synergies. Most units needs to have stronger PWR but there are some which secondary is based on ATK or LUCK, they have natural advantage here. Defense for secondary is also not bad. As everyone expect just PWR.
* Don't feed your visitors with pure healers. Although there are scenarios in the beginning combining healers, buffers and attackers in the first wave they are likely to work only in Bronze Tier.
* Nymphs are superb but you need to combine them with others. Just alone they are too vulnerable.
* Having Walrus, Cockatrice, Dark Elf or Drakes in the second wave is often a very good idea - because they have strong attack, first two combined with Stun.
* Third wave - Get here some Stunner or Silencer with a strong attack, Titans are almost always good, Phoenix is acceptable ( = strong but too much known), Blue Dragon, Cerberus... Just be aware of fact that even if some Legendary units are great team supporters, they don't tend to work so well alone.
What is most terrifying combination to met? Stun + Fatique, if successful it can decimate even the strongest teams. Aka, in line with White Nymph + Statue + (Black Nymph or Eagle or ..)
Also keep in mind that some units can ignore defense or have nasty enchants.
The other things influencing the results are enchants - which you can buy, awakenings - which some are critical (and it's expected that you always use fully awakened creatures asap), bonuses from your Kingdom, Shrines(ATK,DEF,LUK,PWR by Color) and Keeps(HP) and dungeon bonuses based on reward rotation. Now there if the reward is Legendary, there are two color bonuses. If not, there's just one. Also you can temporarily boost your armies from Kingdom, where apart from Castle each building can be "boosted".
Last edited by Pol on 01 Dec 2018, 23:21, edited 3 times in total.
"We made it!"
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Re: Preparing Guide - Open Notes
Kingdom Battles - meet your nemesis each weekend in your kingdom!
Stegosaurus - Pegasus can be utilized nicely here
* You need to keep him debuffed, to prevent "his tail blows". As his primary is Defense you can use Abomination, Oathkeeper, Stegosaurus, Tiamat etc..
Asura - you can solo it on hard with Siren
* You rely on cleanse, to prevent Asura's Burn. So blue creatures with luck or protection comes handy. However with Blue Elite he will fall very quickly. Example: Blue Dragon, Frost Giant, Sorcerer, Naga, Yeti, Walrus, Sapphire Drake, Terror. Funnel your mana wisely, Siren should be 4D and goes to charge first.
Kirin - you can solo it on hard with Minotaurus
* Dispel, is the key word here. However if you want to move it to Brutal level you need Steal and Stun and/or Silence. Not even a second can be Kirin left with any enchant. The Kirin sends dispel and cleanse quite regularly.
Used Army: Beetle,Unicorn,Black Nymph,Space Papa,Couatl
(Stun, Steal, Heal and fast mana recharge is a key here. Couatl is here to speed up the healing process.)
Anubis - is a strong debuffer who don't forget to buff itself, including mend
The best way is to interrupt him with Medusa, Behemoth, Forest Giant, Treeant, Draconic Templar, Jade Dragon and Centaur can be very helpful too.
When it's not enough go and buy buffs, Shrines at l14 are enough in any case now.
Rewards:
Easy(30) - something to make you happy, like few quick coins, totems or some idol.
Hard(50) - somewhat equal to Lady of the Lake rewards
Brutal (70) - vary from 3 Leg to 3 Epic essences, with an AVG 1 .5 Leg and 1.5 Epic essences
How it works with Cleanse:
* With exception of a few creatures (Arcane Eagle, Swan, Gill Fiend at AW6, Minotaurus at AW6) , no one is having "Cleanse All" ability. So for others Cleanse ability vary from 1 to 6(Druid). Many creatures (Shaman, Pegasi) get +1 Cleanse with its last awakening.
* Even +1 Cleanse will always often remove all poison or burn.
How it works with Steal:
* Kinda better, you steal enemy buff(s) and use them for yourself. Of course, that you cannot steal burn or poison. Only Black Nymph can Steal all buffs at 30% potency. Providing a better effects for higher number of stolen buffs.
How it works with Protection:
* Protection effectively harden your luck but it cannot contain Cleanse, see Enchantments if you would like self-cleanse.
How it works with Mend and Heal?
* They are both affected by dots multiplier and also negatively by Fatique.
How it works with Stun & Silence
* Let me say, that very well! Many creatures have extra attack against them, so being stunned or silenced is a shortcut to the hell. You need to have that right enchant on your cleanser.
How it works with Fatique?
* See the %, how much strong it can be. Sadly reduced health is a strongest curse in the game.
Kingdom Battle discussion
Stegosaurus - Pegasus can be utilized nicely here
* You need to keep him debuffed, to prevent "his tail blows". As his primary is Defense you can use Abomination, Oathkeeper, Stegosaurus, Tiamat etc..
Asura - you can solo it on hard with Siren
* You rely on cleanse, to prevent Asura's Burn. So blue creatures with luck or protection comes handy. However with Blue Elite he will fall very quickly. Example: Blue Dragon, Frost Giant, Sorcerer, Naga, Yeti, Walrus, Sapphire Drake, Terror. Funnel your mana wisely, Siren should be 4D and goes to charge first.
Kirin - you can solo it on hard with Minotaurus
* Dispel, is the key word here. However if you want to move it to Brutal level you need Steal and Stun and/or Silence. Not even a second can be Kirin left with any enchant. The Kirin sends dispel and cleanse quite regularly.
Used Army: Beetle,Unicorn,Black Nymph,Space Papa,Couatl
(Stun, Steal, Heal and fast mana recharge is a key here. Couatl is here to speed up the healing process.)
Anubis - is a strong debuffer who don't forget to buff itself, including mend
The best way is to interrupt him with Medusa, Behemoth, Forest Giant, Treeant, Draconic Templar, Jade Dragon and Centaur can be very helpful too.
When it's not enough go and buy buffs, Shrines at l14 are enough in any case now.
Rewards:
Easy(30) - something to make you happy, like few quick coins, totems or some idol.
Hard(50) - somewhat equal to Lady of the Lake rewards
Brutal (70) - vary from 3 Leg to 3 Epic essences, with an AVG 1 .5 Leg and 1.5 Epic essences
How it works with Cleanse:
* With exception of a few creatures (Arcane Eagle, Swan, Gill Fiend at AW6, Minotaurus at AW6) , no one is having "Cleanse All" ability. So for others Cleanse ability vary from 1 to 6(Druid). Many creatures (Shaman, Pegasi) get +1 Cleanse with its last awakening.
* Even +1 Cleanse will always often remove all poison or burn.
How it works with Steal:
* Kinda better, you steal enemy buff(s) and use them for yourself. Of course, that you cannot steal burn or poison. Only Black Nymph can Steal all buffs at 30% potency. Providing a better effects for higher number of stolen buffs.
How it works with Protection:
* Protection effectively harden your luck but it cannot contain Cleanse, see Enchantments if you would like self-cleanse.
How it works with Mend and Heal?
* They are both affected by dots multiplier and also negatively by Fatique.
How it works with Stun & Silence
* Let me say, that very well! Many creatures have extra attack against them, so being stunned or silenced is a shortcut to the hell. You need to have that right enchant on your cleanser.
How it works with Fatique?
* See the %, how much strong it can be. Sadly reduced health is a strongest curse in the game.
Kingdom Battle discussion
Last edited by Pol on 12 Feb 2021, 14:49, edited 7 times in total.
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Re: Preparing Guide - Open Notes
Special Creatures:
Not Summonable:
* Jade Dragon (GREEN) - for 4 accepted game invites
* Corrupted Angel (BLCK) - fore becoming VIP8
* Wood Nymph (GREEN) - obtainable at BT29
* Indra's Consort (YELLOW) - obtainable at BT29
* Aura Nymph (WHITE) - obtainable at BT29
* Chaos Nymph (BLCK) - obtainable at BT29
Not Summonable and only as Enemy:
* Enchanted Halberd
* Enchanted Shield
* Enchanted Hammer
* Training Dummy
* Flying Eye
* Cauldron
* Enchanted Skull
* Ballista
* Alchemy Table
* Tombstone (Heals & Ressurects)
* Scarecrow
* Enchanted Star (WHITE)
* Enchanted Snowflake (BLUE)
* Sabotaged Summon (Black Hole/Collapsing Star/Dark Cloud - BLCK)
* Red Fountain (RED)
* Brambles (GREEN)
* Lightning Ball (YELLOW)
* Bomb
* Cannon
* Sarcophagus
With dual attack:
* Kobold Captain (PWR & ATK)
* Clurichaun (buff/debuf PWR+LUK & LUK 7-77% staggering attack - awakening required)
Units with no secondary attack (but buff/mend instead):
* Mask
* Statue
* Pegasus
* Joker
* Bard
* Druid
* Space Papa
* Couatl
* Ornithopter
* Butterfly
* Dragonling
* Swan
* Technician
* Nevermortician (Raven)
* Faerie Dragon
* Pixie
* Muse
* Siren
* Unicorn
* Hunchback
* Troglodyte Shaman
* Dire Wolf
* Dragon Turtle
Not Summonable:
* Jade Dragon (GREEN) - for 4 accepted game invites
* Corrupted Angel (BLCK) - fore becoming VIP8
* Wood Nymph (GREEN) - obtainable at BT29
* Indra's Consort (YELLOW) - obtainable at BT29
* Aura Nymph (WHITE) - obtainable at BT29
* Chaos Nymph (BLCK) - obtainable at BT29
Not Summonable and only as Enemy:
* Enchanted Halberd
* Enchanted Shield
* Enchanted Hammer
* Training Dummy
* Flying Eye
* Cauldron
* Enchanted Skull
* Ballista
* Alchemy Table
* Tombstone (Heals & Ressurects)
* Scarecrow
* Enchanted Star (WHITE)
* Enchanted Snowflake (BLUE)
* Sabotaged Summon (Black Hole/Collapsing Star/Dark Cloud - BLCK)
* Red Fountain (RED)
* Brambles (GREEN)
* Lightning Ball (YELLOW)
* Bomb
* Cannon
* Sarcophagus
With dual attack:
* Kobold Captain (PWR & ATK)
* Clurichaun (buff/debuf PWR+LUK & LUK 7-77% staggering attack - awakening required)
Units with no secondary attack (but buff/mend instead):
* Mask
* Statue
* Pegasus
* Joker
* Bard
* Druid
* Space Papa
* Couatl
* Ornithopter
* Butterfly
* Dragonling
* Swan
* Technician
* Nevermortician (Raven)
* Faerie Dragon
* Pixie
* Muse
* Siren
* Unicorn
* Hunchback
* Troglodyte Shaman
* Dire Wolf
* Dragon Turtle
Last edited by Pol on 11 May 2019, 18:49, edited 6 times in total.
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Re: Preparing Guide - Open Notes
Guild Wars
Throwing in some numbers:
Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 920-1280-2720
EPIC: 380-500-920
MED: 260-320-500
COM: 215-245-320
So as you see there's one small hitch, to have formidable epic armies you would need the max to be 1280. But it's not. Considering prices for upgrades, Legendary clearly wins in price/performance ratio.
Edit1
Not so much now, after update, the Epic army value range from 41.4K (mixed bronze) to 92K (all bonuses.) With achievable middle value 82.8K (4D, one color, all Silver)
See Old Legendary Strength table:
See New Legendary Strength table:
Bonuses:
Same Size: +100% base strength or nil, if you even one not matching it
Max Combo Dots: +100% base strength or nil, if you even one not matching it
Enchant Bonus: Bronze + 25% - Silver +50% - Gold +100% or nil, if you even one not matching it
Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 720-1080-2520
EPIC: 180-300-720
MED: 60-120-300
COM: 15-45-120
Kingdom
Sweet 'Mystery' lies in Shrines, if you have them above level 25 then even common creatures with level one have quite high primary attributes, it's alike +1000 to everything
How much adds lvl 30 Shrine with FA Leg(12stars)?
PWR: 1260
ATK: 1260
DEF: 1260
LUK: 1260
And lvl 30 Legendary Keep with FA Leg?
HP: 8400
Edit1
All values updated to Patch 1.13, version 50.16.1730
Throwing in some numbers:
Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 920-1280-2720
EPIC: 380-500-920
MED: 260-320-500
COM: 215-245-320
So as you see there's one small hitch, to have formidable epic armies you would need the max to be 1280. But it's not. Considering prices for upgrades, Legendary clearly wins in price/performance ratio.
Edit1
Not so much now, after update, the Epic army value range from 41.4K (mixed bronze) to 92K (all bonuses.) With achievable middle value 82.8K (4D, one color, all Silver)
See Old Legendary Strength table:
Code: Select all
XXXXXXXXX FA-Bronze FA-Silver FA-Gold
Size Bonus 113400 126000 151200
Color Bonus 163800 176400 201600
MCD Bonus 214200 226800 252000
Code: Select all
XXX-New FA-Bronze FA-Silver FA-Gold
Size Bonus 122400 136000 163200
Color Bonus 176800 190400 217600
MCD Bonus 231200 244800 272000
Bonuses:
Same Size: +100% base strength or nil, if you even one not matching it
Max Combo Dots: +100% base strength or nil, if you even one not matching it
Enchant Bonus: Bronze + 25% - Silver +50% - Gold +100% or nil, if you even one not matching it
Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 720-1080-2520
EPIC: 180-300-720
MED: 60-120-300
COM: 15-45-120
Kingdom
Sweet 'Mystery' lies in Shrines, if you have them above level 25 then even common creatures with level one have quite high primary attributes, it's alike +1000 to everything
How much adds lvl 30 Shrine with FA Leg(12stars)?
PWR: 1260
ATK: 1260
DEF: 1260
LUK: 1260
And lvl 30 Legendary Keep with FA Leg?
HP: 8400
Edit1
All values updated to Patch 1.13, version 50.16.1730
Last edited by Pol on 23 Feb 2019, 20:03, edited 3 times in total.
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Re: Preparing Guide - Open Notes
How to select units in your army?
* You need to know your enemy to use opposite, neutral or the same color. You rely on your units synergies like to cast Stun and then have double attack. (2x Blue Dragon or Blue Dragon and Sandworm). Most teams have just two or three colors. Beware of B&W armies, these can be very strong. Another strong thing is Mend and Fatique, better to have both on your side. (Baroness can do it for you, though there are better combos.)
What with dots?
* Each dot represent 10 mana, so with a bit of luck you can charge one unit in the first round. Unit gains mana from damage dealt and also from the same color dots within other units. So you can funnel your units quite a lot.
On the other hand, when you wish to attack it's better to multiply it before, by moving with all units with your color dots combination.
* You need to know your enemy to use opposite, neutral or the same color. You rely on your units synergies like to cast Stun and then have double attack. (2x Blue Dragon or Blue Dragon and Sandworm). Most teams have just two or three colors. Beware of B&W armies, these can be very strong. Another strong thing is Mend and Fatique, better to have both on your side. (Baroness can do it for you, though there are better combos.)
What with dots?
* Each dot represent 10 mana, so with a bit of luck you can charge one unit in the first round. Unit gains mana from damage dealt and also from the same color dots within other units. So you can funnel your units quite a lot.
On the other hand, when you wish to attack it's better to multiply it before, by moving with all units with your color dots combination.
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Re: Preparing Guide - Open Notes
List of Small Creatures
common(49)
Frog
Penguin
Parrot
Otter
Mask
Jester
Fox
Air Fish
Woodhacker
Ant
Big Shroom
Devilkin
Firebug
Imp
Squirrel
Blazewing
Harrowing Hen
Mantis
Hummingbard
Dragonling
Faerie Dragon
Clurichaun
Flaptrap
Goblin Boomer
Bee
Wildkin
Nursequito
Butterfly
Kitten
Egghead
Boggart
Weasel
Swan
Pug
Ornithopter
Clockwork Technician
Jackalope
Gremlin
Gnome
Runeblade
Crane
Voodoo Doll - Sacrifice 1% of its own HP to debuff PWR,ATK,DEF,LUK for 20%PWR for 3, cause 20% fatique for 3 and have 20% chance to DoT, attacks for 50%PWR
Vampire Bat [!] - attacks for 225%PWR, healself for 100%dmg done and heal adj for 50%
Spiderling - Poison for 125%PWR for 2, attacks for 50%PWR and has +50% poison dmg vs Large or Boss
Raven [R+C] - Ressurect(325%PWR) and Cleanse +1 and 25% Protect from debuffs
Zombie [!] - Nibblies enemy brain for 50% chance to debuff PWR by 40% for 3, attacks for 200%PWR, +40 mana on deathblow and +50% sealfheal too - aka brain was good
Demon [?] - Silencer(for 2) & PWR Debuffer(50% for 4), adjacent enemies can get 50%PWR debuff
Rat [!](exStickers symbol) - for targets with HP below 50%HP have additional 75% crit chance, attacks for 250%ATK
Black Cat [!] - Grants luck to you (30%) and unluck to everyone else (40% for 5), attacks for 100%PWR
common(49)
Frog
Penguin
Parrot
Otter
Mask
Jester
Fox
Air Fish
Woodhacker
Ant
Big Shroom
Devilkin
Firebug
Imp
Squirrel
Blazewing
Harrowing Hen
Mantis
Hummingbard
Dragonling
Faerie Dragon
Clurichaun
Flaptrap
Goblin Boomer
Bee
Wildkin
Nursequito
Butterfly
Kitten
Egghead
Boggart
Weasel
Swan
Pug
Ornithopter
Clockwork Technician
Jackalope
Gremlin
Gnome
Runeblade
Crane
Voodoo Doll - Sacrifice 1% of its own HP to debuff PWR,ATK,DEF,LUK for 20%PWR for 3, cause 20% fatique for 3 and have 20% chance to DoT, attacks for 50%PWR
Vampire Bat [!] - attacks for 225%PWR, healself for 100%dmg done and heal adj for 50%
Spiderling - Poison for 125%PWR for 2, attacks for 50%PWR and has +50% poison dmg vs Large or Boss
Raven [R+C] - Ressurect(325%PWR) and Cleanse +1 and 25% Protect from debuffs
Zombie [!] - Nibblies enemy brain for 50% chance to debuff PWR by 40% for 3, attacks for 200%PWR, +40 mana on deathblow and +50% sealfheal too - aka brain was good
Demon [?] - Silencer(for 2) & PWR Debuffer(50% for 4), adjacent enemies can get 50%PWR debuff
Rat [!](exStickers symbol) - for targets with HP below 50%HP have additional 75% crit chance, attacks for 250%ATK
Black Cat [!] - Grants luck to you (30%) and unluck to everyone else (40% for 5), attacks for 100%PWR
Last edited by Pol on 02 Mar 2019, 21:59, edited 3 times in total.
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Re: Preparing Guide - Open Notes
GW Terminology:
CQ time - is a special time when upon seeing 1 /day/hour/minute remaining, it means two. Once you reach that last hour it start to count of minutes from the truly last hour. Same speciality goes for minutes.
Army cool off - is going in 20hrs cycle. However, when you decide to attack between 20-24hr you are allowed to attack only once. Simply if you paid with diamonds previously for more attacks, this still runs in 24h cycle. So you may run into the situation when you attack once for free and the second attack is for 100D. Wait a bit longer to get out of this.
Forts cool off - every building have cool off time, when you cannot upg further. Higher levels = longer cool offs, measured in hrs. Also shards requirements. Which you don't see if you are not Officer for unknown reason.
For what is worth build only Legendary armies, what counts are your primary attributes and awakenings. So try to have your creatures upped in the given tier and don't jump to another tier, until you have enough gems+gold to top it.
CQ time - is a special time when upon seeing 1 /day/hour/minute remaining, it means two. Once you reach that last hour it start to count of minutes from the truly last hour. Same speciality goes for minutes.
Army cool off - is going in 20hrs cycle. However, when you decide to attack between 20-24hr you are allowed to attack only once. Simply if you paid with diamonds previously for more attacks, this still runs in 24h cycle. So you may run into the situation when you attack once for free and the second attack is for 100D. Wait a bit longer to get out of this.
Forts cool off - every building have cool off time, when you cannot upg further. Higher levels = longer cool offs, measured in hrs. Also shards requirements. Which you don't see if you are not Officer for unknown reason.
For what is worth build only Legendary armies, what counts are your primary attributes and awakenings. So try to have your creatures upped in the given tier and don't jump to another tier, until you have enough gems+gold to top it.
Last edited by Pol on 14 Jul 2019, 10:18, edited 3 times in total.
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Re: Preparing Guide - Open Notes
How to build up your Dungeon:
#1 - Speed of special attack is determined by number of dots and filled dungeons. As a result never use 0-1 dots units, they are just a feeders for 3-4 dots. If you completely must to have such unit fully awakened either discard it later of wait for 4d to drop and fusion. It's an oddity to be in such needs though.
#2 - So there you have your 4d dungeon and need to give more love to your units. Totemize, use enchants but mainly use unit synergies. For example use Ant or Kobold Cpt with Lizards. Explanation: Lizard special attack is based on primary attack attribute. Furthermore they have ability to extra dmg vs Epic or Boss creatures = ideal Dungeon defender. (But low HP and DEF) And build your Kingdom!
#3 - Important! Pay attention to actual dungeon bonuses and swap creatures accordingly. Boss reward = 2 colors, Epic reward = 1 color. Usually A+T.
* How to get quickly so much units? Play a lot and wait for events. Like today, we have "Ticket Summon - More Combo Dots". I did 12x summoning and got 2 creatures with 4d. And that is lucky, even if both these creatures are Vodoo Dolls.
* If possible don't waste your diamonds over promotions. Of course, that you need to do some but these are well overpriced.
* When ask your guildmates for dungeon testing, don't forget that your bonuses don't apply. Real results will be different.
For more about synergies follow here.
List of Enchants.
More tips.
#1 - Speed of special attack is determined by number of dots and filled dungeons. As a result never use 0-1 dots units, they are just a feeders for 3-4 dots. If you completely must to have such unit fully awakened either discard it later of wait for 4d to drop and fusion. It's an oddity to be in such needs though.
#2 - So there you have your 4d dungeon and need to give more love to your units. Totemize, use enchants but mainly use unit synergies. For example use Ant or Kobold Cpt with Lizards. Explanation: Lizard special attack is based on primary attack attribute. Furthermore they have ability to extra dmg vs Epic or Boss creatures = ideal Dungeon defender. (But low HP and DEF) And build your Kingdom!
#3 - Important! Pay attention to actual dungeon bonuses and swap creatures accordingly. Boss reward = 2 colors, Epic reward = 1 color. Usually A+T.
* How to get quickly so much units? Play a lot and wait for events. Like today, we have "Ticket Summon - More Combo Dots". I did 12x summoning and got 2 creatures with 4d. And that is lucky, even if both these creatures are Vodoo Dolls.
* If possible don't waste your diamonds over promotions. Of course, that you need to do some but these are well overpriced.
* When ask your guildmates for dungeon testing, don't forget that your bonuses don't apply. Real results will be different.
For more about synergies follow here.
List of Enchants.
More tips.
Last edited by Pol on 14 Jul 2019, 10:23, edited 6 times in total.
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Re: Preparing Guide - Open Notes
Tokens Summoning:
Gold Chest(300d) - 6 slots, which can be topped to 20 totems/diamonds per slot, runestones, gems, QC, rare resources
Wooden Chest(100d) - 5 slots, which can be topped to 10 totems/diamonds per slot, sigils, gems, QC, lower rare resources
Grey Chest(25d) - 4 slots, which can be topped to 5 totems/diamonds per slot, fragments, gems. QC
(!) Wait for events to get also Essences and Idols. No Leg Essences or Idols possible. Color Idols are in.
Diamond chance is lower in event.
Avg values are something else. Wooden is most effective, grey less but sometimes it just cut it.
Gold Chest(300d) - 6 slots, which can be topped to 20 totems/diamonds per slot, runestones, gems, QC, rare resources
Wooden Chest(100d) - 5 slots, which can be topped to 10 totems/diamonds per slot, sigils, gems, QC, lower rare resources
Grey Chest(25d) - 4 slots, which can be topped to 5 totems/diamonds per slot, fragments, gems. QC
(!) Wait for events to get also Essences and Idols. No Leg Essences or Idols possible. Color Idols are in.
Diamond chance is lower in event.
Avg values are something else. Wooden is most effective, grey less but sometimes it just cut it.
Last edited by Pol on 02 Aug 2019, 08:34, edited 1 time in total.
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Re: Preparing Guide - Open Notes
Bugs, Quirks:
* Just remember, first load picture then stats. But if you are really, really fast, it can go otherwise!
* There's not Dark Elf with 5 dots (But when it was, it was a graphic glitch anyway )
* When you finish awakening your unit and would like to start to level up, be cautious. You will find yourself on the last creature which you used for awakening and no longer exist. Leave it and open yours!
Any more questions?
* Just remember, first load picture then stats. But if you are really, really fast, it can go otherwise!
* There's not Dark Elf with 5 dots (But when it was, it was a graphic glitch anyway )
* When you finish awakening your unit and would like to start to level up, be cautious. You will find yourself on the last creature which you used for awakening and no longer exist. Leave it and open yours!
Any more questions?
Last edited by Pol on 14 Feb 2021, 08:17, edited 2 times in total.
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