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Hero Roster Mastery There will be Hero Roster Mastery just like the Taverns Quest: Each hero can be used a limited number of times. Heroes are considered usen when you start a quest battle. The battles get increasely difficult, so plan your Teams carefully. Hero usages limits for the quest: Super Elemental Heroes: 5 All other heroes: 2 Costumes are not counted as a separate hero. Special Gameplay (example for Holy) All shields release Holy Troops when matched. Troops use the average attack power of your team's Holy Heroes. All Troops released from Holy shields are STRONG and also give 40% of Troop mana to all your Heroes. Shields of other elements give 20% of Troop mana to all Heroes. Match Holy shields to build up Elemental Chaos. You can activate the Elemental Chaos once you matched 14 Holy shields. (For Dark, Fire, Ice and Nature version you need only 10 shields). Elemental Chaos Changes the element of 7 random normal shields of Holy. Matches generated with Elemental Chaos do not count towards the next Elemental Chaos. The number of items that you can bring into battle is 100% more than normally per item. (Only for Dark version 8 random shields are generated by Elemantal Chaos.) Guides to Contest of Elements Quest The Contest of Elements Quest contains 10 stages, which can be played successfully only once. Credit by Zartanis Rotation, credit by Nynaeve
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This is new summon portal where you can summon for combos, and they can be consist of Ascension Materials, Emblems, Tomes, and Trainer Heroes Portal content The possible outcomes of pulling in the portal: Rare Ascension Combo* 1x Trap Tools OR 1x Orb of Magic OR 1x Sturdy Shield OR 1x Warm Cape OR 1x Hidden Blade 1x 1* Trainer Hero from specific element Epic Embem Combo* 4x Emblems from 5 classes (20 emblems in total) 1x 2* Master Trainer Hero Legendary Ascension Combo* 2x Royal Tabard OR 2x Poison Darts OR 2x Mysterious Tonic OR2x Farsight Telescope OR 2x Mystic Rings 1x 3* Trainer Hero from the specific element Super Emblem Combo* 1x 4* Master Trainer Hero 1x Legendary Tome of Golden emblems Super Ascension Combo* 1x 4* Master Trainer Hero 1x Legendary Tome of Ascension Master Emblem Combo* 5x Master Embles from two classes 1x 3* Master Trainer Hero Portal odds Rare Ascension Combo: 45.0% Epic Embem Combo: 34.0% Legendary Ascension Combo: 10.0% Super Emblem Combo: 0.5% Super Ascension Combo: 0.5% Master Emblem Combo: 10.% Summon Cost 1x Pull: 10x Ascension Crystals 10x Pull: 90x Ascension Crystals Pulling with Gems is not available.
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The Covenant **Summon** (where your Covenant Coins will see use) is currently set to run on a “travelling merchant”-like cadence, just like some of our rarer quests that recur with some regularity but do not stick to an exact schedule. Please note that its opening hours thus may or may not coincide with the Covenant Quest. Convent Summon Portal structure List of ingredients Includes Plain, Abyss and Jungle Hunter Heroes Heroes from other Summon Gates may also be included in the Covenant Summon The pool of obtainable Heroes will change each time the Covenant Summon appears 6 featured Heroes List of featured Heroes will change each time the Covenant Summon appears Portal Odds Season 1 and non Season 1 hero chances are not separated in the odds. Rare Hero: 71.0% Epic Hero: 26.5% Legendary Hero (Non Featured): 0.9% Legendary Featured Hero: 1.6% Bonus Draw: Hero of the Month: 1.3% Summons Costs Single: 400 Gems or 100 Convent Coins 10x: 3400 Gems 30x: 9400 Gems Covenant Chest Awarded for every 10 Covenant Summons made Contents include Trainer Heroes, Master Trainer Heroes and Food Bundles Convenant of Champions Quest The Quest will not always available for the occurences. The Covenant of Champions Quest contains 10 stages, which can be played successfully only once. Th event is accessible through the same left bar as the Mythic titan or the Tower events. So total 305 Convenant Coins can be acquired by completing the whole Quest. There is no restrictions on hero reuses so you can use your heroes as many times as you want. The Quest itself is a combination for Raids and Quest stages. You are fighting against 5 heroes like in Raids and no Battle items are allowed during the fight, but the stages are consuming WE, and the killed heroes are counted towards the Monster chest. The enemy hero special skills are tuned down (eg: damage % decreased, etc...) when you face them in the portal so it is easier than if you are raiding these heroes as they do not have that powerfull skills. Guides By Cap By Zartanis By BirskG
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This thread is to have a discussion on the Secret Summon. Special Secret Heroes are available for s limited time duration as a bonus draw from various Summon Portals. There is no exclusive summon portal for the heroes, but they are added as a Bonus Draw for exiting summon portal for selected limited duration summons. Confirmed summons with this chance (but it will be there everywhere, where there is bonus chance to Hero of the Month): Elemental Summon Epic Hero Summon Goblin Summon Aliiance Quest Summon Only 1 Secret Hero is Featured at any time similarly to Hero of the Months. The name of the Featured Secret Hero is shown bellow the Fated summon, and the remaining time when the featured hero will be changed. If you click on this section, then the hero card is shown without any information other than the Special Skill Name. All other information is marked with ??? and the hero portrait is not visible either. The class, passives and family is also unknown. Apprearance Rates addon to the Bonus Draw section: Secret Summon Hero: ‘(Specific hero name here)’: 0.1% Mapping of Secret Hero names and famlies to Beta hero number
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New Legendary Troops There are Legendary troops per each element, and both are tied to two classes. The Legendary troops have 30 levels, and at fully leveled state they give various stat boosts, and 11% mana generation increase. The troops can be used on any hero classes, but they give extra stat boosts and a passives for main and secondary classes Legendary Troop Class specific Passives Attack Ailment Reduction: Attack status ailments are 8% less effective for the character this Troop is equipped on.* Critical Modifier: Grants +15% critical chance to the character this troop is equipped on.* Defense Ailment Reduction: Defense status ailments are 8% less effective against the character this Troop is equipped on.* Extra Healing: The character this troop is equipped on receives extra 5% health once every turn if health is recovered.* Increased Special Skill Damage: Direct Special Damage done by character this troop is equipped to is increased by 8%.* Increase Status Effect Attack: Attack buffs are 8% more effective for the character this Troop is equipped on.* Increase Status Effect Defense: Defense buffs are 8% more effective for the character this Troop is equipped on.* Resist Status Ailments: Character this troop is equipped to has 10% chance to resist status ailments.* Special Skill Damage Reduction: Direct Special Damage taken by the character this troop is equipped to is reduced by -8%*. Status Ailment Damage Reduction: Damage caused by status ailments is reduced by -10% for the character this Troop is equipped on.* Increased Special Skill Damage: Direct Special Damage done by character this troop is equipped to is increased by 8%.* The numberic values in passives are at the same level on a Level 1 troop and a maxed Troop. Legendary Troop properties The Troop namesare same for each element, and their propeties, class and passive is the same for each element per troop name. The troops gives these stat increases on the main and the seconday class at max (30) level: - 6% attack - 6% defense +15% health They also give a specific Passive for these two classes. The troops have these propeties on max (30) level: +11% mana generation for all troops List of Troops (First batch) Majestic Minotaur: Barbarian + Druid Attack: +27%, Defense: +20%, Health: +25% Passive: Increase Status Effect Attack Unwavering Cleric: Cleric + Fighter Attack: +20%, Defense: +27%, Health: +25% Passive: Extra healing Enchanted Ent: Druid + Barbarian Attack: +23%, Defense: +24%, Health: +25% Passive: Status Ailment Damage Reduction Unstoppable Fighter: Fighter + Cleric Attack: +24%, Defense: +23%, Health: +25% Mighty Monk: Monk + Sorcerer Attack: +25%, Defense: +22%, Health: +25% Elite Knight: Paladin + Rogue Attack: +22%, Defense: +25%, Health: +25% Eternal Hunter: Ranger + Wizard Attack: +26%, Defense: +22%, Health: +24% Passive: Attack Ailment Reduction. Unseen Assassin: Rogue + Paladin Attack: +26%, Defense: +21%, Health: +25% Passive: Critical Modifier Royal Sorcerer: Sorcerer + Monk Attack: +21%, Defense: +26%, Health: +25% Passive: Special Skill Damage Reduction Eldest Wizard: Wizard + Ranger Attack: +22%, Defense: +26%, Health: +24% Passive: Increased Skill Damage List of Troops (Released later) Arcane Hunter: Ranger + Sorcerer Attack: +22%, Defense: +25%, Health: +25% Hunter Mage: Sorcerer + Ranger Attack: +23%, Defense: +24%, Health: +25% Passive: Defense Ailment Reduction Swashbuckler Fighter: Fighter + Rogue Attack: +26%, Defense: +22%, Health: +24% Battle Master Assassin: Rogue + Fighter Attack: +22%, Defense: +26%, Health: +24% Passive: Inscrease Status Effect Attack Divine Cleric: Cleric + Paladin Attack: +27%, Defense: +20%, Health: +25% Passive: Resist Status Ailments Serene Brute: Barbarian + Monk Attack: +20%, Defense: +27%, Health:+25% Passive: Increase Special Skill Damage Furious Monk: Monk + Barbarian Attack: +26%, Defense: +21%, Health: |+25% Passive: Extra Healing Enlighted Tree Spirit: Druid + Wizard Attack: +24%, Defense: +23%, Health: +25% Passive: Increase Status Effect Defense Devoted Knight: Paladin+ Cleric Attack: +21%, Defense: +26%, Health: +25% Passive: Status Ailment Damage Reduction Shaman Wizard: Wizard + Druid Attack: +25%, Defense: +22%, Health: +25% Passive: Special Skill Damage Reduction **Level progression of the Legendary troops** Legendary Troop leveling needs Iron and of course feeder troops. Class specific properties are only changed at every 10 level, where there is an Emblem cost too on reaching these levels. Legendary Troop leveling common data The XP for a level and iron cost / troop is the same for all legendary troops. You can see these in the guides Progression for Class specific properties They are changing on every 10th level only, and you need emblems when you reach that specific level. Level 1: Attack: 1%, Defense: 1%, Health: 5% Level 10: Attack: 6%, Defense: 1%, Health: 5%, Emblem cost: 25 emblems from the main class Level 20: Attack: 6%, Defense: 6%, Health 5%, Emblem cost: 50 emblems from the main class Level 30: Attack: 6%, Defense 6%, Health: 15%, Emblem cost: 75 emblems from the main class Legendary Troop summon Legendary Troops can be pulled from this portal. The portal includes only class Epic troops (So no Ninja, Styx or Magic Troops). You can select 5 Featured Legendary Troops. No other legendary troops are pullable. Apperance Rates Rare Troop: 83% Epic Troop: 14% Legendary Featured Troop: 3% Summon Cost 1x Pull: 100 Legendary Troop Coins or 300 gems 10x Pull: 2600 gems Epic Troop Tokens are not usable in the portal. Legendary Troop Bonus Chest Summon 10 times to open a Legendary Troop Bonus Chest ! The chest may contain following items: Trainer Troops Class Emblems Food Bundles Your progress towards the next chest will carry over to the next Legendary Troop Summon event if you still have chest in stock. Chest in stock: 5 Example 1: 1x Trainer Troop, 2 * 30x Class Emblems Example 2 : 2x Trainer Troop, 30x Class Emblems Example 3: 1x Trainer Troop, 100k Food Bundle, 30x Emblems Epic Troop Summon There is a chance to pull Legendary Troops is added to this portal too. The Featured Legendary Troop is changed every day. All Special Epic Troops are included in the portal too. Apperance Rates Rare Troop: 89.2% Epic Troop: 10% Legendary Featured Troop: 0.2% Summon Cost 1x Pull: 1 Epic Troop Token Coins or 200 gems 10x Pull: 1600 gems Troop Conversion Epic Troops can be converted to Legendary Troops from the same element in the Barracks if that building is at least level 10. Trainer Troops are not convertable to Legendary Troop. Level 26 troops or above can be converted to Legendary Troop, but this treshold rises after conversions. The selected troop is consumed, and these extra materials too: 200K Iron 300 Emblems of the selected troop's main class You are receiving a level 1 Legendary Troop after certain amount of conversion: The conversion is instant, but there is a 28 day cooldown between conversions. Another conversion can not be starting during another cooldown is not elapsed. This cooldown time can not be skipped with Gems. In game tooltips: The required minimum troop level to convert an Epic Troop rises with each conversion. Current Epic Troop minimum level required: 26. Epic Troops converted: 0 After 2 conversions minimum required level is 27. After 4 conversions minimum required level is 28. After 6 conversions minimum required level is 29. After 10 conversions minimum required level is 30. The selected Epic Troop can be converted to Legendary Troop of your choice at level 1. Troop conversion cannot be undone, and the selected Epic Troop will be lost. After each conversion the next conversion is available after 28 days. Thx Zartanis and BirksG for creating them ! Guide for the originally released 10 Legendary Troops Credit Ruskin505
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Our biggest Summon Gate to date shines brightly upon us! Schedule Start Time: 2025-11-24 07:00:00 UTC End Time: 2025-12-01 07:00:00 UTC Black Friday Summon Featured Heroes: Duval Lane Available Heroes All released legendary heroes in the past 696 days (this excludes the Season 1 heroes too), and all released non Season 1 Epic and Rare heroes. Costumes are also included in the portal. The two new Featured heroes. Now heroes are arriving with guaranteed ascend levels. Appearance Rates All Legendary Heroes or Costumes you receive are guaranteed to have been released within 696 days. No Classic Heroes ! Rare Hero: 69.7% Epic Hero: 26.5% Legendary (non featured) Hero: 3.6% Legendary Featured Hero: 0.2% BONUS DRAW Legendary Hero of the Month: 1.3% POWER GRADE RATES Ascended Once: 30.0% Ascended Twice: 30.0% Fully Ascended: 20.0% Limit Broken Once: 12.5% Limit Broken Twice: 7.5% Black Friday Bonus Chest Summon 10 times to open a Black Friday Bonus Chest ! The chest may contain the following items: RARE and EPIC Ascension Materials Limit Break Materials Class Emblems Trainer Heroes Food Bundles Chest in stock: 20 Summoning Costs: You can use gems only. Single Pull: 350 gems 10x Pull: 3000 gems 30x Pull: 8400 gems
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This is new summon portal where you can summon for Aethers with Trainer heroes. Portal content The possible outcomes of pulling in the portal: Rare Aether Combo: 1x Aether I, 1x 1* Trainer Hero Epic Aether Combo: 1x Aether II, 1x 2* Trainer Hero Legendary Aether Combo: 1x Aether III, 1x 3* Trainer Hero Alpha Combo: 1x Alpha Aether, 1x 3* Master Trainer Hero Super Alpha Combo: 5x Alpha Aether, 1x 4* Master Trainer Hero The Aethers and Trainer heroes are provided for the same element for Rare, Epic and Legendary Aether Combos. Portal odds - Rare Aether Combo: 47.5 % - Epic Aether Combo: 32.5 % - Legendary Aether Combo: 10 % - Alpha Combo: 9 % - Super Alpha Combo: 1 % Summon Cost 1x Pull: 10x Aether Crystals 10x Pull: 90x Aether Crystals Pulling with Gems is not available.
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The Quest has two parts. You can not start the second part until you have finished the first part. Each part has a different Special rule, and both of them have 6 levels. The event heroes (Shadow + Secret heroes) have a stat bonus if they are used on the quest: +25% attack, +25% defense, +25% health. Part I Special Stage Rule: Sanity Restoration The horrors encountered might make your heroes go insane, but there are ways to survive! The Sanity Restoration indicator increases every time you use a Special Skill. Sanity Restoration All heroes receive a moderate amount of mana over 3 turns. Removes all Insanity from your heroes. In this quest, Eldritch Signs and Charged Eldritch Signs appear in place of Dragon Shields and Power Shards ! The Signs' power heals your heroes, reducing Insanity when matched. Sanity Restoration is filled after 5 usage of the Special Skill. Part II Special Stage Rule: Eldritch Power Your heroes are affected by the Old Ones' influence. Embrace it to survive! The Eldritch Power indicator increases every time you use a Special Skill. Eldritch Power Turns all your heroes into an Eldritch Horror that is immune to Insanity and has a different Special Skill. Removes all status ailments from your heroes. In this quest, Eldritch Signs and Charged Eldritch Signs appear in place of Dragon Shields and Power Shards ! The Signs' power heals your heroes, reducing Insanity when matched. Eldritch Power is filled after 5 usage of the Special Skill. Shadow Summon APPEARANCE RATES Rare Hero: 63.9% Epic Hero: 23.7% Legendary Hero: 1.4% Rare Event Hero: 7.1% Epic Event Hero: 2.8% Legendary Event Hero 0.5% Legendary Featured Hero 0.6% BONUS DRAW Legendary Hero of the Month: 1.3% Triple Chance Bonus For each summoned Legendary Hero, you get 3 bonus draws, each with a 20% chance to get another Legendary Hero. Summon Cost 1x Summon: 450 Gems or 100 Shadow Coins 10x Summon: 3900 Gems. Insanity description How does Insanity work? - Insanity adds a chance of reversing the targeting of a Special Skill. - When Insanity activates, Special Skills that target enemies instead will target allies, and vice versa. - Special Skills aimed at a caster will be cast on a random target. Special Skills aimed at a target will be cast on the caster. - When Insanity activates, Passive Skills that grant extra effects on cast won't activate. - Reaching 100 Insanity automatically casts a Special Skill when mana is full. - Insanity cannot be dispelled, cleansed or resisted. How to deal with Insanity ? - Hero's Insanity can be lowered by 10 each time they are healed directly by Special Skills, Items or Tiles. Direct heals from Special Skills lower Insanity only once per cast. - Healing provided by Status Effects, Passive Skills, Minions and other secondary effects does not lower Insanity. - Insanity is completely removed when a reversed Special Skill is cast. Eldritch Signs If you match 4 shields of the same element, then the shiled is turned into Eldritch Signs. When an Eldritch Signs is matched a random Hero receives 100 HP. Insanity is lowered by 10 each time a Hero is healed by Eldritch Signs. Charged Eldritch Signs If you match 5 shields or more of the same element, then the shiled is turned into Charged Eldritch Signs. When an Charged Eldritch Signs is matched all Heroes receive 200 HP. Insanity is lowered by 10 each time a Hero is healed by Eldritch Signs. Eldritch Horror Your heroes are turn into this once the Eldritch Power indicator is full, and your activate it. The mana speed of an Eldritch Horror is Very Fast. Attack is increased to 200% in this form. Defense is increased to 150% in this form. Special Skill: Eldritch Slash - Deals 1000% damage to the target. - Heals all allies for 20% of the damage dealt. Guide by BirskG
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This is a Challenge Event lasts for 4 days, and each stage reflects Ice or Nature elements. Beowulf Hero Use Bonus The use of Beowulf Heroes in a given stage of the Beowulf Challenge Challenge Event will give a bonus to those heroes. Specifically: Heroes of the Masked God family bypass the Elemental Barriers in this Challenge Event’s stages Heroes of the Beowulf family bypass the Elemental Barriers in this Challenge Event’s stage, and have increased attack, defense, and health (+20%) in this battles. Beowulf Challenge Special Gameplay Fearsome Foes All enemies gain +25% defense against Special Skills. When hit by an enemy, the Hero receives 360 Bleed damage over 3 turns. Call to Glorious Battle Every 3 turns, all Heroes gain 15% mana. They also gain the following status effect buffs for 1 turn: +100% additional power for Special Skill attacks. +50% increase of any healing received. Summons Costs Like all other Event Summon Portals, the Portal Cost is per below: Single Summon 10x Challenge Coins OR 350 Gems 10x Summon* 3000 Gems Summoning Appearance Rates Classic Heroes Rare Classic Hero: 53.1% Epic Classic Hero: 19.8% Legendary Classic Hero: 1.2% Trainer Heroes: Rare Trainer Hero: 10.0% Epic Trainer Hero: 1.0% Event Heroes: Rare Event Hero: 7.9% Epic Event Hero: 5.7% Legendary Event Hero 0.3% (Non Featured) Legendary Featured Event Hero 1.0% BONUS DRAW Legendary Hero of the Month: 1.3%
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Season of Love is (almost) Here! Start: 2025-01-19 07:00 UTC End date: 2025-02-15 07:00 UTC Love Booster This will be an offer, which is available through the Season of Love event and it contains of two components: * Battle Bonus Stage Gift The offer also contains 300 gems and 1 Epic Hero tokens, and Lempi Avatar. The price is 11.99 USD. Battle bonus Legendary Heroes have the following bonus in the event: +15% attack, +15% defense, +15% health Epic Heroes have the following bonus in the event: +25% attack, +25% defense, +25% health Rare Heroes have the following bonus in the event: +50% attack, +50% defense, +50% health Stage Gift If you buy the Love Booster, then a icon will be shown after each stage, which you can open after you finished that level. If you buy the offer after you have completed some stages, then you are still able to open the gifts for the already completed stages. Each stage gives either Food or Iron Bundles (50k / 100k / 250k), and some additional items. Total amount of summons you get from the Booster alone: 100x Legendary Troop Coins 100x Temple Coin 100x Wilderness Coins 3 Epic Hero Tokens 1x Mysterious Tonic 1x Farsight Telescope 2x Alpha Aether 300 Gems 1x Ice Aerther III 1x Nature Aerther III 5x Nature Aerther II 10x Ice Aerther II 10x Ice Aerther I Bunch of (Master) Trainer Heroes Bunch of basic battle items All of these are above the regular loot what you can get from the Season of Love challenge. Guides Guide by BirksG Special Game-Play - Love Arrow and Love Gem ! Cupid's Arrow Love Arrows and Love Gems appear in place of Dragon Shields and Power Shards in this Battle. Love Arrow: Explodes in a T Shape. Love Gem: Explodes a heart shaped area of tiles in middle of the boards. If you explode a Love Arrow (marked with green), then one tile on left and right, and two down will also explode: If you explode a Love Gem, then regardless of its position the marked tiles will explode: The Season of Love Heroes receive additional perks if you use them in the event. Easy, Normal and Advanced Modes There are now three Modes for the Seasonal Event — Easy, Normal, and Advanced. You can play any or all three, and must complete each Stage sequentially in that mode to advance, but you can start with any tier what you want. Stages Like most Seasonal events the Season of Love has got 20 Stages per Difficulty Mode. There is a total energy requirement of 38 WE for Easy, 68 WE for Normal & 98 WE for Hard; with a combined total of 204 WE for all 3 difficulties. No Hero Restrictions Unlike Challenge Events, there are no restrictions on Hero or Troop rarity in the Easy, Normal, and Advanced Modes. There are also no restrictions on Hero Classes, unlike Class Trials. You’re free to use any heroes you’d like! No Replaying Completed Stages Unlike Challenge Events, Seasonal Events don’t allow replaying a completed Stage — much like how Quests & the Ninja Tower work. Once you beat each Stage, it’s locked, and once you beat the entirety of the Seasonal Event, you can’t play any more. If you fail at a Stage, you can retry as many times as you’d like, up until the Event ends. Epic Hero Tokens Can Be Used for Seasonal Summoning The Seasonal Summons replaces the regular Epic Hero Summons. Because of that, unlike Challenge Event Summons, the Summoning Portal for Seasonal Events allows using saved up Epic Hero Tokens that can otherwise normally only be used for Epic Hero Summons. That makes Seasonal Events the only place you can currently use Epic Hero Tokens for a chance at non-Season 1 heroes. You’ll also have the same chance at the HOTM as usual when using Epic Hero Tokens. As the event active in January and February too so you will have the chance for theJanuary and February HoTMs. Festive Stronghold The Stronghold and the several areas of the base is decorated with hearts and various items. Season of Love 2026 Appearance Rates Featured Hero and Costumes: - Lempi - Vernon - Cupido Costume Appearance Rates Classic Season 1 Heroes Rare Classic Hero: 56.8% Epic Classic Hero: 20.8% Legendary Classic Hero: 0.9% Seasonal Heroes Rare Seasonal Hero: 14.2% Epic Seasonal Hero: 5.7% Legendary Non featured Seasonal Hero: 0.3 % Legendary Featured Seasonal Hero: 1.3 % Costume included if available. BONUS DRAW Legendary Hero of the Month: 1.3% PERFECT 10 BONUS Perfect 10 Bonus can only gained from a Summon x 10. Legendary Hero & Special items: 2.0 % Epic Hero Tokens Can Be Used for Seasonal Summoning The Seasonal Summons replaces the regular Epic Hero Summons. Because of that, unlike Challenge Event Summons, the Summoning Portal for Seasonal Events allows using saved up Epic Hero Tokens that can otherwise normally only be used for Epic Hero Summons. That makes Seasonal Events the only place you can currently use Epic Hero Tokens for a chance at non-Season 1 heroes. You’ll also have the same chance at the HOTM as usual when using Epic Hero Tokens. Summon Costs - Single: 1 Epic Hero Token or 300 Gems - 10x: 2600 Gems Share Your Teams & Results, and Ask Questions! Many players will switch up their heroes used for each Stage, based on the monster/boss colors — are there heroes you’re using consistently for Season of Love ? Are there any Stages you’re having a hard time with, and would like advice on beating? Are you using particular items to beat Season of Love stages? How do you find playing with the Love Arrows and Love Gems ? Do you have insights on strategy to share, or questions? Is there anything about Season of Love that you’re wondering about?
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Event information The Quest now has got 15 stages, and each of them is compelable only once. Each stage gives costume keys or other rewards as a fixed reward. There are not specific limitation on the quest. Primary, Secondary, Toon and Glass Costumes are added to the portal: - If you pull a hero which contains additional costume too, then you will get all costumes for it. Costume Chamber Appearance Rates Rare hero and costume: 71.0% Epic hero and costume: 26.5% Legendary hero and costume (non featured): 1.2% Legendary Featured hero and costume: 1.3% Summon Cost Single summon: 5 Costume Keys or 350 Gems 10x Summon: 3000 Gems After 10 pulls there is a bonus chest which can be opened.
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Purpose Purpose of this thread is to provide {fairly} comprehensive information regarding the new feature titled the "War of Three Kingdoms" Schedule General Timeline: Sign-up Phase -- 1 day Preparation Phase -- 1 day Battle Phase -- 2 days Rewards -- 2hrs after end of Battle Phase General Information War of Three Kingdoms is in essence a MEGA alliance war type event! Players must be >Lvl 20 in order to participate. If you choose to sign-up to the event, you are sorted into randomly match-made "Warbands" consisting of 100 total players, each warband is attached to one of 3 Kingdoms (Shu, Wei or Wu) In the Preparation Phase, you set your "skirmish defence" During the battle phase, two opposing warbands will "skirmish" with each other in a 100v100 "alliance war" Pretty much all of the Battle Phase works the same as in Alliance Wars. Each hero can be used 1x time; you get 12 energy total (6 at start & 6 after half-time) which you use to attack opposing teams. Each battle gives you 2 Red Lucky Coins **if you do not Flee**, and 100 of them can be used as a free pull in Red Lucky Summon. At the conclusion of the "Battle Phase", alllll the points are tallied up and players are given four sets of loot: Individual performance (vs. other members of your warband) Outcome of the Skirmish (win or lose) The performance of your warband vs. other warbands in the kingdom Overall Kingdom performance Kingdoms As above, each warband belongs to one of 3 kingdoms: Shu, Wei or Wu. The kingdom has no major part in the event beyond assigning your colours/crest. At the end of the event, you will recieve some extra loot based on the total points of each kingdom (1st, 2nd and 3rd). A kingdom is awarded +1 point for each winning warband. Warbands Alrighty, so warbands are what SGG call the two "alliances". Every player who signs up is sorted into a warband with 99 other players (100 total). Each warband belongs to a Kingdom; either Shu, Wei or Wu. Players are randomly allocated to a warband. It's unclear if players will be sorted according to their roster strength/depth or if that will only be accounted for when matching two warbands together for skrimishing. Roster strength is accounted for in matchmaking Skrimishing As above, skirmishing is the battle phase of the Event. And really? It's just like in Alliance wars haha... Can preview the battlefield, both yours and enemies. Have 12 flags total to use during the War of Three Kingdoms, 3 at the start of Battle Phase & other 3 extra every 12 hours . Each used flag will grant you 2 Red Lucky Coins if you do not Flee, which can be used in Red Lucky Summon if you collect 100 of them. Tap on a specific enemy to get more information or attack them Hitting "attack" takes you to the "Team Building" screen As with alliance wars, each hero can be used 1x time only. A killed team will revive after 6 hours. Then 8, then 10 etc... for each successive time they are killed. Killing every team on the battlefield will automatically respawn all the teams (same as in Alliance Wars). Points & Scoring! There are two sets of points awarded for your flags: War Points -- determine your personal performance & the outcome of the skirmish Warband Points -- determines the performance of your warband w.r.t other warbands of your kingdom. Then there are Kingdom Points which determine the victorious kingdom in the war of 3 kingdoms. War Points War Points for killing an opponent are, like in wars, split into base points and bonus points for killing the team. What is different is that the Base Points and Bonus Points are equal. You can view a teams "war points" by tapping on them and hitting the "info" button; as is the case in Alliance Wars. Scoring is the same in AW's. When you complete a fight, you get: Full Points for a clean One Shot kill Partial Points (from the "base points") for a failed kill Remaining base-points and the "bonus points" for a clean-up flag. War Points are used to determine the outcome of the skirmish. The War Points a defence team is worth is, like in AWs, is based on the net HP of that defence team compared to the net HP of the Warband as a whole. Warband Points Warband Points are what is used to rank the warbands of a kingdom {for the 3rd set of loots} Warband points are calculated as: Warband Points = War Points * Team Power So a defence worth 50 War Points and having a Team Power of 5,000 will give 250,000 warband points. Comparatively an opponent worth 50 War Points and a Team Power of 4,000 will be worth 200,000 warband points. Skirmish Outcome & Kingdom Points As above, the outcome (win/ draw/ loss) of a skirmish between two warbands is determined by the sum of the "war points" over the 600 flags. Each skirmish victory gives +1 kingdom points. The kingdom in the end with the most Kingdom Points is declared the winner of the War of 3 Kingdoms. War Band Chat One point of difference between AW and the W3K is that the War of Three Kingdoms has it's own unique chat within your Warband. This chat however can ONLY be accessed from the "battlefield" screen. It appears as a chat box, same as in normal wars, and can be expanded to view the history and such... Summoning Appearance Rates Apperance Rates Rare Classic Hero: 56.8% Epic Classic Hero: 20.8% Three Kingdom Heroes Rare Three Kingdoms Hero: 14.2% Epic Three Kingdoms Hero: 5.7% Legendary Three Kingdoms Hero (non featured): 1.5 Legendary Featured Three Kingdoms Hero: 1.0% BONUS DRAW Legendary Hero of the Month: 1.3% 3 Kingdoms Bonus Chest Summon 5 Times to open a 3 Kingdoms Bonus Chest! The chest may contain following items: Class Emblems Food Bundles Master Trainer Heroes Limit Break Materials Your progress towards the next chest will carry over to the next 3 Kingdoms summon event if you still have chests in stock. Chest in stock: 25 Summon Costs The Summon Costs for Three Kingdoms Summon: Single Summon: 100 Three Kingdom Coins or 350 Gems Summon x10: 3000 Gems Summon x30: 8400 Gems War Rule: Rising Fury Heroes in your attack team receive a stats bonus of +5% attack and +5% defense Each attack you conduct in this War adds an additional +5% attack and +5% defense You heroes get this +5% attack and 5% defense during your first attack, which is increasing with 5% after each fight. So if you use all flags, then this effect will be increased to +60% attack and +60% defense in your last flag usage. Red Lucky Summon This is Summon is openable from the 3 Kingdom Summon. You can make Red Lucky Summons by playing 3KW evens and collecting Available heroes: Guan Yu + costume, Xie Zi Jing, Sha Wujing, Queen Guowang, Xiong Shanjun Erlang Shen, Sun Quan + costume, Nine-Headed Beast, Zhang Fei + costume, Tang Shanzang Each of the above Heroes has equal odds of being summoned. The selection fo available Heroes may change the next time this event returns. Red Lucky Coins Each battle fought during a 3KW event grants 2 Coins You can use 100 Coins to obtain a guaranteed Legendary Kingdom or Journey Hero from a special summon pool.
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This is standard 5 level Quest which last for 4 days. Each level can be played once. There are no restrictions or special rules or the event. You can get Legendary Troop Coins and some materials, which can be used to level your Troop. There is a Legendary Troop summon tied to the quest, which is the same as in the live game. Guide by BirsG
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Titan Hunter Summon Get powerful Heroes against Titans! 1. Available heroes Featuted Titan Hunter heroes and selected set of heroes. Legendary: Adelitza, Armand Moncharmin, Ash, Dain, Dragora, Farrah, Gestalt + costume, Gastile, Grimsteel, Guardian Elephant, Haumri, Isidore, Jasper + costume, Kullervo + costume, Lumi & Taiga, Nylora, Perseus + costume, Phileas Fogg + costume, Tweedles Epic: Almur + costume, Bogart, Franz, Guardian Jackal + costume, Jott, Sergei, Shar'Khai + costume, Sun Shangxiang, Wilbur + costume Rare: Bagreg + costume, Buster, Chires, Cthuwu, Dolrak, Gill-Ra + costume, Helo + costume, Nordri + costume, Treevil, Zarel Featured heroes 1st occurence - 12/15/2025: Adelitza (*new*), Gastille 2. Appearance rates Rare Hero: 71.0% Epic Hero: 26.5% Legendary Hero: 1.5% Legendary Featured Hero: 1.0% BONUS DRAW Legendary Hero of the Month: 1.3% 3. Summon Costs The Summon Costs for Titan Hunter Summon: Single Summon: 300 Gems Summon x10: 2600 Gems Titan Hunter Summon Chest There is no bonus chest.
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This is a 5 day long Alliance Quest with 10 stages. Musketeer and Beauty and the Beast heroes in Alliance Quests As in other similar events the event heroes in the current event have a bonus when they are used in the The Brave & The Beautiful Alliance Quest. Alliance Quest Rules he goal of an Alliance Quest is to get high Alliance Quest Score. The Alliances with the highest Alliance Quest Scores win exclusive loot at the end of the event. Alliance Quest Score is the combined score of all players in all stages and Difficulty Tiers. Stages can be replayed for the best possible score. The score from each stage is defined by the enemies defeated, speed of completion and the amount of Hero health left at the end of a stage. Big combos and great matches are also taken into account. Using Continues has a negative effect on the stage score. The different Difficulty Tiers have limits on what Heroes, Troops, and Battle Items can be used in the fights. In Alliance Quest, the harder Difficulty Tiers are unlocked with Alliance Quest Score. Specifically: Heroes of the Musketeer and the Beauty and the Beast families bypass the Elemental Barriers, and have increased attack, defense, and health (+20%) in this Alliance Quest’s stages Some Notes: This bonus ONLY applies to Musketeer and Beauty and the Beast Family Heroes IN theThe Brave & The Beautiful Event. It is NOT limited to Unique heroes only... Any and all featued family heroes gain the bonus stat boost. 1. Difficulty unlocking limits Only the Alliance members that joined the Alliance before the Alliance Quest started can participate. Epic difficulty is unlocked when your alliance is reached 2 500 000 points in total. Legendary difficulty is unlocked when your alliance is reached 10 000 000 points in total. 2. Event Info -- Stages, Bosses, and WE Cos There are no Suspicious chests in the event so the only way to get coins is by completing the Quest for the first time. The Brave & Beautiful follows the the usual set-up for Challenge Events with 3 difficulty tiers (Rare, Epic & Legendary); It is however, Like LoV and Starfall Circus and Slayers, using the old format of only 10 Stages for each tier. 3. Special Gameplay A. Special tiles (All For One!) When you combine 4 shields, then instead of Dragon Shield a Musketeer Shield will appear. If you match that Musketeer Shield, then it explodes like a normal Dragon Shield, and clears 4 additional tiles (1-1 left, right, down, up), plus is dispels buffs from all enemies. When you combine 5 shields, then instead of Power Shard an Elite Musketeer Shield will appear. If you match this Elite Musketeer Shild, then it explodes then it takes out all shields to in the same line and row, and it also dispels buffs from all enemies. If you do not match them immediately then the damage from Musketeer Shields and Elite Musketeer Shields are increasing with 20% every turns until it reaches 200%. If you match these special Shields, then the buffs will be dispelled from enemy before the troops reaching the enemy. (So you heroes will not be receive damage from counterattack for example if the enemies had that buff before you fire these specail tiles.) B. Special Gameplay : Fortification All enemies get the following status effects every 5 turns: All damage enemies get +30% defense for 3 turns. All enemies counterattack with 100% of the damage received for 3 turns. 4. Event Hero Bonus Gain additional perks in the battles by using the Heroes of this Alliance Quest ! Heroes of the Musketeer and the Beauty and the Beast families bypass the Elemental Barriers, and have increased attack, defense, an health in battles ! THE BRAVE & THE BEAUTIFUL EVENT EFFECTS All for One ! In this quest, Musketeer Shields, and Eline Musketeer Shields appear in place of Dragon Shields and Power Shards. The Shields power increases each turn and also dispel enemies' buffs when matched. 5. Summoning Odds As with all other challenge events, the The Brave & The Beautiful comes with it's own Summon Portal. See below for information regarding the appearance rates. The portal contains the Musketeer and Beauty and the Beast heroes. Featured heroes for the 1st occurence: The Beast Rose de Flo Aramis + Costume A. Appearance Rates Rare Classic Hero: 47.3% Epic Classic Hero: 18.5% Legendary Classic Hero: 1.2% Rare Event Hero: 23.7% Epic Event Hero: 8.0% Legendary Event Hero 0.3% Legendary Featured Hero 1.0% (Costume included if available) BONUS DRAW Legendary Hero of the Month: 1.3% B. Alliance Quest Coins and Summon Cost The "The Brave & The Beautiful" makes use of a same Alliance Quest Coins currency for summoning as other alliance quests. There is no Suspicious chests in the event. You only 10 of them for a Summon or 350 gems. You can do a 10 pull with 3000 gems. 6. Rewards Brave & Beautiful has the same rewarding system as other alliance quests. The scores for all tiers are adding up into a single number, and you receive the loot based on your individual tier and the tier where your alliance's combined score is in. Instead of instant Tier Completion Rewards you can open a chest after you complete a Tier. Example chest rewards: Rare Chest: 1x Clean Cloth, 1x Chainmal Shirt, 1x Super Antidotes, 2x Alliance Quest Coin Epic Chest: 1x Crude Iron, 1x Sturdy Shield, 1x Super Antidotes, 3x Alliance Quest Coin Legendary Chest: 1x Meteor Fragments, 1x Orb of Magic, 1x Dragon Attack, 5x Alliance Quest Coin Once you finish a tier the next tier will not be automatically opened, and you need to open the chest manually. Guide for the Quest can be seen in the first post. Credits to BirksG
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Temple Summon Beside Season 1 heroes It contains Mahayoddha Family heroes. There are 2 Featured heroes. 1. Gameplay (Future) 2. Summuning A. Apparences Rates Rare Hero: 56.8% Epic Hero: 20.8% Legendary Hero: 1.6% Rare Event Hero: 14.2% Epic Event Hero: 5.7% Legendary Event Hero: 0.5% Legendary Featured Hero: 0.4% For each summoned Legendary Event hero, you will get another Legendary Event Hero as a bonus. BONUS DRAW Legendary Hero of the Month: 1.3% B. Summon Cost Single Summon: 400 Gems or 100 Temple Coins Summon x10: 3400 Gems C. Temple Summon Chest There is no bonus chess.
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This is a Challenge Event lasts for 4 days, and each stage reflects Purple or Nature elements. 1. Oveview : Valiant Vegetables in Challenge Event Valiant Vegetables heroes have a bonus when they are used in the Vigilant Vegetables challenge event. Specifically: Heroes of the Valiant Vegetable family bypass the Elemental Barriers, and have increased attack, defense, and health (+20%) in this Challenge Event’s stages Some Notes: This bonus ONLY applies to Valiant Vegetables Family Heroes IN the Vigilant Vegetables Event. It is NOT limited to Unique heroes only... Any and all Valiant Vegetables heroes gain the bonus stat boost. A. Event Rules The goal of a Challenge Event is to get a high master score. The players with the highest master score win exclusive loot at the end of the event. Master Scoe is the combined score of all stages within a diffiiculty tier. Each difficulty tier has separate master score. Stages can be replayed for the best possible score. The score from each stage is defined by the enemies defeated, speed of completion and the amount of the Hero health left at the end of a stage. Big combos and great matches are also taken into account. Using Continues has a negative effect on the stage score. It is possible that Special Enemies spawn in stages. Defeating these enemies gives bonus points and awards Challenge Coins. He different Difficulty Tiers have limits on what Heroes, Troops and Battle Items can be used in fights. B.Tips: Using Battle Item can be extremly effective in Challenge Events. Some enemies in Challenge Events have an Elemental Barrier. These enemies reflect all damage back from their own element. Completing a difficulty tier for the first time gives and extra Tier Completion Reward that is not tied to the score. 2. Special Gameplay A. Burst of Growth This battle features Burst of Growth. The Burst Indicator increases when an ally uses a Special Skill. After using Special Skills 5 times, you can activate the Burst of Growth. Burst of Growth: All allies get Growth: X attack and X defense. Note: - X=50 for Rare tier - X=150 for Epic tier - X=250 for Legendary tier B. Rot Infestation Be wary of Rot Infestation. Every 5 turns, a Root Rot Fiend is summoned for all Heroes. Additional info: The Root Rot Fiend evolves into a Root Eater Fiend after 2 turns. The Root Eater Fiend evolves into a Root Devourer Mega Fiend after 2 turns. Root Rot Fiend: 10% attack, 10% health. Root Eater Fiend: 15% attack, 15% health. Root Devourer Mega Fiend: 50% attack, 50% health. A Fiend damages their target every turn. A Fiend disappears after absorbing healing. Amount of healing required depends on the target's max health. The evolution of the Fiends is delayed by 1turn each time they absorb healing. C. Event Heros Bonus Gain addiitional perks in the battles by using the Heroes of the Challenge Event ! Heroes of the Valiant Vegetable family bypass the Elemental Barriers, and have increased attack, defense, and health in battles! 3. Summons Costs Like all other Event Summon Portals, the Portal Cost is per below: Single Summon 10x Challenge Coins OR 350 Gems 10x Summon 3000 Gems Summoning Appearance Rates Classic Heroes Rare Classic Hero: 53.1% Epic Classic Hero: 19.8% Legendary Classic Hero: 1.2% Trainer Heroes: Rare Trainer Hero: 10.0% Epic Trainer Hero: 1.0% Event heroes: Rare Event Hero: 7.9% Epic Event Hero: 5.7% Legendary Event Hero (Non Featured): 0.3% Legendary Featured Event Hero 1.0% BONUS DRAW Legendary Hero of the Month: 1.3% Guide by BirksG
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Bazaar Summon Portal structure A. List of ingredients There are 3 selectable Featured heroes. You can select among the 5-5 released Legendary Ascension and Experience Mimics. Season 1 heroes. 1 Epic and 1 Rare Mimic. B. Appearance rates Rare Hero: 71.0% Epic Hero: 26.5% Legendary Hero: 1.5% Legendary Featured Hero: 1.0% Extra Info: Current Hero of the Month is not included. C. Summon Cost Single Summon: 270 Gems or 100 Bazaar Coins Summon x10: 2400 Gems D. Bonus chest There is no Bonus chest for the summon.
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This is a 25 + 50 Stages long quest, where you can complete against other players, and get rewards based on your performance. 1. Tower Of Magic Overview A. Gameplay The Tower Of Magic Event a brand new event which is accessed via the "Quests" page with 25 Normal and 50 Impossible Questlines. The Impossible questline can be started once the Normal is completed. Each stage features 1, 2, 3 or 4 monster waves followed by a boss stage. You CANNOT repeat or replay or rerun a completed stage. Gameplay features a new tile called an "Magic Curse" (more on that below). Completing 2 stages gives you a choice of one of three "Blessings" which apply to all heroes in your roster for that specific event. Every 3rd offered Blessing is a Rare Blessing so they are offered after every 6th completed floor on both questlines. See the offered Blessings bellow. Heroes can be used on as many stages as you like, as long as they don't get "cursed out". Read on that in the "Magic Curses" section below. The higher you go up the tower, the more difficult it becomes. Gameplay becomes harder Magic-Spheres appear more frequently Different Mob & Boss configurations Appearance of "Deadly Chamber" effects (more below) After completing every 5th floor you can open a Tower chest on Normal questline: Each Tower Chest features a mixture of Fixed Loot (Emblems & Coins) and Random Loot (Crafting/ Ascension Materials & Battle Items). B. Flags/ Energy Tower OF Magic uses its own Flag Energy Currency. Separate from World Energy etc... You have a limit of 10 flags Flags are regenerated once per day & completely refills your flags There is also a new "flask" which has been added called the "Small Tower Energy Flask", which refills 5 energy. 2. Magic Curses Magic Spheres are a new tile that randomly appears on the Board. On appearance, the Magic Curse is allocated to one of your 5 heroes You then have 3 turns to remove the curse. If you fail, that hero recieves 1x curse. Based on the Hero classes the number of the curses what a hero can stand varies. Wizards, Sorcerers, Druids and Clerics can withstand 5 curses All other classes withstand only 1 curse. The Hero and its costume version counts as a different hero so if one the custome is cursed out. The other version might be still usable. You will see a similar message like the class quests (Other costume allowed) when the other costume is still usable. If both versions are cursed, then you will see the "Hero is cursed" text for that hero. Heroes who are cursed are no longer usable in the event (still able to be used elsewhere). If you FLEE with an Magic Curse (either with the countdown still on it or timed out) on a hero, it sticks (i.e. that hero is cursed). 3. Magic Blessings Rewarded on completing every second stage Blessings are fixed & are the same for everyone (i.e. player A gets x,y&z blessing at stage 3. So does player B, Player C etc...) Blessings apply to ALL heroes in your roster for that specific event. They do NOT apply outside the Tower Of Magic Event 4. Deadly Chamber Effects There are three Deadly Chamber Effects in the Tower of Magic: Toxic Vapour - All heroes take 'x' damage every 'y' turns Fragile Floor - The number of battle items you take are reduced by 'x'. Cannot be less than 1 Erratic Time - All Status Effect Durations are reduced by 'x' turns. Table below has more details of the deadly chamber effects & how they increase in severity though the Tower Event. On Impossible Questline a new kind of Deadly Chamber Effect is included called Unnerving Resilience, which consist of 4 type of sub-effects, which are added during your progress on Impossible Questline: Strong Mind: All bosses have a 33% chance to resist status ailments that affect mana or prevent use of Special Skill. Elemental Resistance: Having multiple Heroes of the same element in your Team reduces the damage that enemies take from that element (-10% for each Hero of the same element). Unwavering Defense Status ailments that reduce defense are -50% less effective against all enemies. Absolute Resolve Enemy damage taken is reduced every time you use a Special Skill or a Battle Item. The damage taken reduction resets at the start of your turn. The Strong Mind and Unwavering Defense are added starting from Floor 1. The Elemental Resistance is added starting from Floor 16. The Absolute Resolve is added starting from Floor 31. Notes about these effects: Elemental Resistance If you bring two heroes from the same element, then the enemies will get -10% damage from that element. If you bring three heroes from the same element, then the enemies will get -20% damage from that element. If you bring four heroes from the same element, then the enemies will get -30% damage from that element. If you bring five heroes from the same element, then the enemies will get -40% damage from that element. These will be shown as a passive ability on the opponents. Absolute Resolve The dealt damage is decreasing exponentally on consecutive special skill or battle item usages in the same turn. Here is the list of damage reduction per special skill or battle item usage: 1 usage: -1% damage 2 usage: -4% damage 3 usage: -9% damage 4 usage: -16% damage 5 usage: -25% damage 6 usage: -36% damage 7 usage: -49% damage 8 usage: -64% damage 9 usage: -81% damage 10 or more usage: -100% damage = 1 damage is dealt The damage reductuon applies to tile, special, minion/fiend and battle item damage. When you finish a wave with a special skills or battle items, then the damage reduction is NOT reset. So if you want carpet bomb at the boss level, then you need to use a tile to kill the remaning enemies on the last monster wave. You can check how much battle items/special skill you used and how much is the actual damage reduction by click on the new Deadly chamber effect icon. 5. Tower Coin A new coin currancy added to the game. Used exclusively to summon in the Tower Events. Thus far the Tower Coins can only be gained from the Ninja Tower, Styx Tower and Tower of Magic Events as either progress rewards, stage rewards or final placement rewards. A. Tower Summons & Offers Tower of Magic HERO Portal Classic Heroes Rare Classic Hero: 64.3% Epic Classic Hero: 20.8% Event Heroes Rare Magic Hero: 6.7% Epic Magic Hero: 5.7% Legendary Magic Hero: 1.5% Legendary Featured Magic Hero: 1.0% (Costume included if available) For each summoned Legendary Event Hero, you have 20% chance to get another Legendary Event Hero as a bonus. Bonus Draw Legendary Hero of the Month: 1.3% B. Summoning Costs The costs of summoning are listed below Single Summon 100x "Tower Coins 300x Gems 10x Summon 2600 Gems Tower Chest Summon 10 times to open a Tower Chest ! The chest is guaranteed to contain Class Emblems. Your progress towards the next chest will carry over to the next Tower Summon event if you have still chest in stock. Chest in stock: 1
