Yeah, I'm pretty sure that's the cap as well. In Chapter 1, the 3-stage locations seem to be limited to a maximum of three chests. (So once you have that many, it's time to stop farming for Gold Chests and just go for the finish.) I'm not sure if the 5-stage ones can go as high as 5, I never got more than 4. On Chapter 2, I know they can go up to 5 chests.
Sharing ID: a2a2xa question: what exactly is that 'map' reward? the one where you get every 4 hours. looks like there's always 2 bonuses, one is.. gold? the other looks like a map icon, but I can't figure out what it is.
It's the Arena Tickets. We might change that image to look more like a ticket in the future. Btw, we our newest version, 1.0.7, is now live. It contains some of changes made in this thread (evolution indication, boss drops chests) as well as other improvements. Please help us spread the word about the game to your friends and coworkers! The more people you know plays the game, the more fun it will be, especially once the Guild and Guild Wars update releases later this month!
The update is solid. A guaranteed chest is nice. The drop rate of these golden chests seems remarkably low to me right now. Spending time trying to collect cards and clear areas was probably a bad idea on my part. Looking forward to future updates. 2 questions: 1) when is the weekly arena cutoff? 2) what do each of the daily areas do? For instance, what's the treasure map thing for today's?
Not necessarily. Although it seems there's a different area in Chapter 1 that ends up being "half-energy" cost and this changes from day to day. In retrospect, I probably should have only concentrated on 100%-ing the cheaper zone. Chapter 2 has a similar rotating reward, but that seems to just be x2 coins, which isn't as valuable (unless you plan to try and strengthen a lot of high-level cards). The arena started around 9 PM EST on Monday evening. Assuming it's consistent, that's when one week will end and the next will begin every week. (There's a "Countdown Time" if you tap on the Arena icon.) I don't really have any more of a clue than you do on that one. The treasure map appears to be a "Material," which usually means it's used towards evolving certain creatures. I know if you "clear" an area by getting all four treasures (2 common and 2 gold rare) you'll get the map item, but it's also a "common" treasure drop in the Blaze Field. Hopefully it remembers the chests you've earned from week to week or it'd pretty much take potions and a lot of luck to snag the two rares in 24 hours. Blaze Field has ten battles. Having at least 3,000 Health will get you through the first nine battles without getting defeated in a single round, but you'll need considerably more than that in the final fight with Queen Arachne. (In my case, I was saved by the ever-looping "drop to 1 HP" ability of Hell Marionette, because I was being instantly killed every time!) After a ridiculously long fight (she must have 200,000+ HP and I had no good anti-fire weaponry), I earned about 1,200 XP and a half-dozen normal chests (no gold, boo) - a quartet of 3* Parrot Chatters and two Red Treasure Map materials.
Pal Points Hello Wren, Could you please explain how the additional Pal Point Bonus Rewards are generated? Do we get extra points when others use our leaders and is why is it sometimes x5 and others x10? Regards, Foibles (a16dnd)
I find this quite boring... There's not much skill or tactics involved just luck... Just seems its spin, spin, spin, spin.. Upgrade, spin, spin
Correct me if I'm wrong, but I believe you share the Pal Points that the user gets: * When a random person finds your leader on a list and uses them, you get x5 Pal Points. * When a friend uses your leader form their list, you get x10 Pal Points. (Once per day.) This is why it can be advantageous to use Gems to increase the size of your Friends list. Along with more options for ally leaders (and more chances for an "active" leader to be available with a skill you want), if you have a good 'assist' leader, more Friends will use your leader and you'll get more Pal Points daily. This type of game isn't for everyone, true. And to be fair, it's not the first game to use this formula. Some of the other variations just have you press a "GO!" button once per stage with no ability to affect combat at all. Others simulate a "Final Fantasy Tactics" appearance but give you zero control over movement or targets to attack. They're all largely watch-to-play. The roulette wheel gives you a limited control over your attack 'strength' (do you want reduced hit/combo ability at a lower coin cost so you can try to win more coins or more chests, or do you want max reels to try and defeat a powerful foe before it crushes you?) but I would like to see more symbols on the reels and more "actions" you could take between rounds. For example, a Shield symbol on the reels. Match three of them and you get a temporary Shield reward which only lasts for the mission you're on. You can store up multiples, and use them at any time for a one-spin-only 25% reduction to damage taken. That could give you a safety net to avoid a "this hit will auto-kill me" if you haven't (or can't!) heal up to a HP level high enough to avoid the blow, and it adds a bit more to your options each turn other than "spin" or "use ability and wait 15+ spins for it to recharge". ----- And who classified these "Fun Wednesday" stages as EASY? I gave Seabed Earth Town a try because I'll need Green Coral eventually, and got wiped on the third section by three foes that all started with countdown zero and hit for a combined total of over 5,000 damage. I'll need a HP x2 or 2.5 leader to survive that, and if they hit for that EVERY turn I'll need to "linger" on the first stage long enough for attack abilities to be charged. I don't see how a 'freemium' account would have a prayer of winning that battle for several weeks. And that's the easy one!
The weekday bonus maps names are badly translated as they are really no "Easy" levels outside of the Weekend one and Timed bosses. We will change the stage name for now and I will also ask our level designer to double check the configurations. For the elemental based bonus map stages (which are designed to be much harder than normal map stages), it would significantly help to have a elemental damage reducing/nullify skill if your cards are not high level enough yet to absorb the damage.
Lol. I tried the hard one because I was about to level up and had some extra energy. 1st turn of the first stage had 4 attackers all at CD: 0. I whiffed, and was hit for 14k damage. Yep.
Fair enough. Not really too annoyed, because I expect any "daily bonus" dungeons to be more difficult than standard encounters. I'm not really high enough level yet to be able to judge if configurations need to be altered. You don't want to make the configs TOO easy. If no more than one enemy ever attacks you at a time, it's pretty much impossible to ever lose with a healer/Hell Marionette combination. You take the hit and get dropped to 1 HP, next turn you heal up to at least half so you're impervious to death again. That's how I dealt with Tuesday's stage even though I was taking over 100% damage every single time the boss hit me. On the other hand, more than two simultanious strikes can be difficult for ANY "deck" to deal with, even with a death ward. Especially if they land more than once every four or five turns or so. Decks that aren't developed around healing and regeneration wouldn't have a prayer. An interesting ability to add would be similar to the Hell Marionette's "delay all enemies by 5 turns", but have it only affect ONE enemy. This would let you separate two strikes that would kill you if they both landed on the same turn into two separate blows that you might be able to withstand (either through death ward, or healing between the strikes, or other such means). A creative, strategic way to surpass an impossible situation.
Recapping Seabed Earth Town - Normal (Hey, it says "Normal" now! That was fast!) Encounter #3 looks like this: Two of the three enemies hit for the listed 2,330 damage every other turn, so that's a healthy 5K you're taking every two spins. It gets better, though: [EDIT] I overestimated the difficulty of Encounter #4 - only the LEFT Earth Fairy has an "aura" around her hand. The one on the RIGHT is the lower rarity version and only hits for a couple hundred damage. So this fight really isn't any harder than Encounter #3 was. The boss fight, if you have a dedicated healer, is easier than either of the previous encounters: Each enemy hits for ~3,000 damage, but the hits are staggered, giving you a turn to heal between the two blows. No issues there. So while it took a bit of effort, I was able to get past it. And there are multiple ways to deal with this situation: * Get over 5,000 max HP and heal your way past the issue. (My Holy Priestess recovers 3,460 every turn.) * Bring along a couple "cause massive damage to all enemies / one enemy" allies and destroy one of the 2,300 damage causers in Encounters #3 and #4 before they get their first turn. * Prevent or delay the damage in the later encounters long enough to defeat one of them through normal spins. These encounters are tricky for a force that doesn't have any extra high rarity cards, but I think they're still possible.
Glad you are able to beat it Laire. I am not too involved with the game design, so I can't really answer some of the level configuration questions. For example, why there is only one difficulty for today's special Bonus Map. Our main game designer will be back from vacation next week, so I can give her the feedback and understand more about why things are set this way.
Card Evolution Can someone determine or advise what the criteria is for evolution? Per the help info under settings, it just indicates a card reach level 20 to qualify. I understand that materials are needed in order to complete as well as a duplicate of the card in question. However, I have several level cards at or exceeding level 20 which are still not able to be selected at the Evolve screen. For example, I cannot select a level 25 fishing warrior (3 star), level 19 frost golem (3 star), level 25 wood dragon (4 star)...but i can select a level 1 fishing fighter (2 star), and level 5 shipwright apprentice (2 star). Are 3 star cards just not eligible for evolution at all? What is the distinction or how would one be able to tell? Thanks in advance.
Cards that reached their highest evolution cannot be further evolved. Some 3-star cards can be evolved to 4 or 5-star (or even 8-star in case of dragons), while some cannot be evolved further. Your wood dragon should be able to evolve and be selectable (eg. the selection tile not darkened) - the picture is darkened to indicate you don't have all the level/material requirement yet, but you should be still able to select it and view the required materials.
I think there's only one difficulty level for today's Bonus Map because the prizes that are dropped are all dragon hearts (no cards whatsoever): Granted, they could have broken it up into different elements and had "Normal" and "Difficult" options - the Normal could give you a 3* dragon of that element if you complete it, the Difficult a 4* Dragon. For gem hunters, it's relatively easy to 'complete' today's bonus map since there's just the one zone, and you DO get +10 Gems if you find all four items. Oddly, much like yesterday, the GOLD chests seem to be the "common" drops in today's zone, and the NORMAL chests are the rarer ones. I did the map once, got 1 Normal and 3 Gold Chests and got a complete spread of all four items, completely clearing the area in a single attempt. I'll never see THAT happen again!