-
Posts
119 -
Joined
-
Last visited
-
Days Won
4
Everything posted by Zanémarossi
-
In this Rare Quest you can earn Ascension Materials for Yellow Dragons and Silver Coins. Start and End Dialogue Stage property: Stalactites Every 5 turns Stalacties fall from the ceiling, dealing 30% maximum health damage to all allies of Dark element receive -50% less damage. Every 5 turns, all allies that are not of Dark element get -50% reduced defense for 5 turns. Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Rare Quest you can earn Ascension Materials for Dragons and Silver Coins. Start and End dialogue Start and End dialogue Stage property: Stalactites Every 4 turns Stalacties fall from the ceiling, dealing 20% maximum health damage to all allies. Every 4 turns, all allies get -50% reduced defense for 4 turns. Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Rare Quest you can earn Assist Skill Parchments for Dragons and Silver Coins. Start and End dialogue Stage property: Stalactites Every 4 turns Stalacties fall from the ceiling, dealing 20% maximum health damage to all allies. Every 4 turns, all allies get -50% reduced defense for 4 turns. Guide:
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Rare Quest you can earn Ascension Materials for Dragons and Silver Coins. Start and End Dialogue Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Rare Quest you can earn Ascension Materials for Ice Dragons and Silver Coins. Start and End Dialogue Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Rare Quest you can earn Ascension Materials for Green Dragons and Silver Coins. Sart and End Dialogue Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
Master discussion & information thread for the Dragon Hearts feature, added to Empires and Puzzles in Version 78. Commend Dragons You can gain Dragon Hearths by commending Dragons after they are fully ascended and leveled up. To commend a Dragon select a dispensable Dragons that you want to consume. When you have collected enough Dragon Hearts you automatically get a reward. Commending Dragons follow similar rules as leveling Dragons. Commending higher rarity Dragons earns you more Dragon Hearts but costs more resources. Dragon Hearts progress is shared among all Dragons. You need 5000 Dragon Hearts to get rewards, which is a Legendary Dragon Token in Beta. Commending can be started from fully leveled dragon regardless of rarity by clicking on the Commend button in an opened Dragon’s card. Fish required is required for each selected Dragon, which is different per rarity and leveling state. If you have enough Fish, then you can commend enough dragons to get multiple rewards. The usual autofill option is available here too. Input Dragon / Heats Received / Fish required
-
- 1
-
-
- Dragonspire
- Feature
-
(and 1 more)
Tagged with:
-
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Quest you can earn Dragonspire Battle Items and Crafting Materials, and Silver Coins. The fixed loot varies between two set of items. Start and End Dialogue Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
In this Quest you can earn Dragonstone and Fish Bundles and Silver Coins. End and Starting Dialogue Guide
-
- Dragonspire
- Guide
-
(and 2 more)
Tagged with:
-
This topic incorporates elements from articles published on the old forum. A few elements have been added. Thanks to the players who contributed to these previous articles: Solemnwolf, Guvnor, Yelnats24 Thanks to the players who helped update and proofread this thread: Fox, Maryj, Heyalexa 1. Damage Calculation Author: SolemnWolf Date: May 2018 After several months of statistical analysis of Raid and Alliance War battles, the conclusion is clear: **damage can be estimated using an Attack/Defense ratio combined with a power function.** A. The Formula The general estimation for damage follows this equation: B. Key Variables & Adjustments Damage ≈ 100 x ( θ x Att / Def ) ^ 1.35 Tile damage is divided by three The defense of the team managed by the AI is increased by 20% (certainly only concerns PvP fights) θ is a random parameter between exp(-.5)=0.606 and exp(.5)=1.649. C. Analysis & Observations While the game's exact internal algorithm remains hidden, these estimates proved reliable across 1,047 studied cases. Here are the strategic takeaways: The "Compression" Threshold - If Attack < Defense: Damage is "compressed." Tiles will generally deal between 1 and 33 damage, while Special Skills and defender hits range between 1 and 100. - If Attack > Defense: Damage scales significantly with no known maximum. This explains the "plateau" feeling on the Map or against Titans. Once your heroes evolve enough for their Attack to surpass the enemy Defense, the difficulty drops sharply. Multi-Color Stacking Bringing multiple heroes of the same color only increases tile damage. This is calculated by summing the Attack stats of all heroes of that color before applying the formula. Strategic Optimization Defense reduction (debuffing the enemy) is mathematically more effective than increasing your own Attack. The Ultimate Combo: Combining defense debuffs with attack buffs produces a devastating exponential effect on total damage. D. Documents Watch SpyCenturion's explanatory video on damage calculation (November 2019): 2. Critical Damage Original Author: Guvnor March 2020 Updated: January 2026 Critical damage is the most powerful lever to boost your offensive output without relying solely on your raw attack stat. A. What is a Critical Hit? A critical hit is an amplified attack. Since the 2025-2026 updates, they apply to three distinct categories: Normal Attacks: Includes tile damage (shields) when attacking and "Slash Attacks" from defenders. Mega-Minions: Unlike standard small minions, Mega-Minions now inherit the ability to land critical hits. Specific Special Skills: Historically excluded, some recent heroes possess skills capable of triggering critical hits directly. B. Multiplier and Base Odds Base Chance: Since January 2025, all heroes benefit from a 10% base critical hit rate. The Multiplier: A critical hit applies a 2.0x multiplier to the base damage (doubling the impact). Strong Hit (Elemental): A 200 damage hit will become 300. Weak Hit: A 50 damage hit will become 150. Weak Spot (Titans): Hitting a Titan's weak spot guarantees a 100% critical chance. C. Sources to Increase Critical Chance Special Skills (Active Buffs) Many heroes apply a temporary bonus to the team via the activation of their special skill as: Motsognir: +55% chance. Char'kai C1: +44% chance. Melia: +36% chance. Passives (including Family Bonuses) These bonuses are intrinsic to the heroes or their group. They are added to your stats without requiring the activation of a special skill: Untold Tales 1 (Abyss/Coral): Passives that increase the critical rate based on specific combat conditions. Wonderland & Avalon Families: Passive critical rate bonus based on the number of family members present in the team. 2025 HOTM Family: Direct and permanent critical rate increase for relevant allies. Special Case: Outlaw Family (Langshian) This family features a unique mechanic: their special skills have their own chance to trigger critical hits, which then deal +50% additional damage compared to a standard critical hit. Troops & Emblems Troops: Only certain troops grant a critical bonus. This is notably the case for 5-Star Troops (Legendary), which offer a massive +15% bonus, as well as specific 4-star "Critical" type troops. Emblem Grid: Certain specific nodes add +2% or +4%. D. Critical Damage in the Damage Calculation Essentially every normal "hit" that is successful (i.e. not reflected or misses) has a check done on it first to see if "Critical Damage" will apply. Essentially an "If" statement with a "Yes" & "No" outcome; the "roll" for critical damage is governed (like everything else) by RNG using your cumulative applying Critical Chance. If the outcome of the "Does Critical Damage Apply?" question is "Yes" the damage calculation essentially becomes: ▼ Normal Damage Calculation for Reference 3. Talent Optimization Guide: HP vs. Defense Original Author : Yelnats24 (may,2019) The objective is to determine which talent node to choose to maximize a hero's survival. Please note that this calculation is intended to find the optimal balance between Defense and HP. While the ratio maximizes raw durability, it is not a mandatory rule: depending on the hero's specific role, their position in your defense team, or a deliberate choice to over-stack one stat for tactical reasons, you may choose to deviate from this path. Using the durability formula derived from standard damage calculations: The ideal balance point (crossover point) is reached when your Defense stat equals 0.675 times your HP. Illustration by calculation: To make it simpler, let just say: a = defense b = hp c = durability d = total point c = (d - 2a) × a^1.35 c = (d x a^1.35) - (2 × a^2.35) We have c as a function of a, to find what a result in maximum c, we use derivative: 1.35d x a^(1.350-1) - (2.35 × 2) × a^(2.35-1) = 0 1.35d × a^0.35 - 4.7 × a^1.35 = 0 1.35d × a^0.35 = 4.7 × a^1.35 (1.35d × a^0.35) / 4.7 = a^1.35 a^1.35 / a^0.35 = (1.35d x a^0.35) / (4.7 × a^0.35 a = (1.35/4.7) × d b = d - 2a b = d - (2 × 1.35 / 4.7) × d b = (2/4.7) × d675 a /b = (1.35/4.7) × d / (2/4.7) × d = 0.675 A. The Mathematical Logic In the talent tree, a standard choice is between +36 HP or +18 Defense. This means a defense point "costs" twice as much as an HP point in terms of allocation. By using differential calculus to maximize the durability function under this point constraint, we derive the following golden rule: Priority to Defense: If your current defense is lower than 0.675 times your HP, the Defense node is more cost-effective. Priority to HP: If your current defense is higher than 0.675 times your HP, the HP node becomes more advantageous. B. Proof by Simulation To verify this theory, let’s compare three hero configurations with different point distributions: Configuration A (The Optimum): With 675 Defense and 1000 HP (exact ratio of 0.675), the calculated durability is 660.02. Configuration B (Defense-Oriented): Taking 18 extra defense points but losing 36 HP (693 Def / 964 HP), durability drops to 659.27. Configuration C (HP-Oriented): Taking 36 extra HP but losing 18 defense points (657 Def / 1036 HP), durability drops to 659.28. The result is clear: Configuration A, which respects the 0.675 ratio, offers the best survival. This proves that Small Giant's balancing (+18 Def for +36 HP) is mathematically consistent. C. Special Cases: Defense Team and % Bonuses The Defense Team Bonus (+20% Defense): This bonus applied by the AI does not change the ideal ratio. Mathematically, it acts as a multiplying constant (1.2^{1.35} ≈ 1.279), meaning it increases the durability of all heroes by 27.9% without shifting the 0.675 crossover point. Concrete Example with Boldtus Boldtusk naturally has high defense. Depending on the chosen talent paths: An HP-oriented path (Ratio 0.640) results in a durability of 1115.14. The balanced path (Ratio 0.674) results in the maximum durability of 1116.03. A path too heavily oriented toward defense (Ratio 0.710) brings durability back down to 1115.22. Important Note: This specific 0.675 crossover point applies only because an HP node provides exactly double the points of a Defense node.
-
Credit by PlayForFun This a weekly competition running on weekdays among players, where you can perform maximum 5 Raids with specific restrictions, which uses a special energy. 1. Overall Process for the Tournament Raid Tournaments have 3 phases: Preparation Phase that lasts for 24 hours. During the preparation phase you join the up coming Tournament and prepare your defense team. You can only use defense teams that match the event rules. Battle Phase that lasts for five days. The Battle Phase is divided to Five Battle Days where you have five attacks available for each Battle Day. You can only use attack teams that match the event rules. Reward Phase that lasts two days. Your final score will determine your reward tier. You get rewards only from the highest reward tier that you belong to. 2. How Attacking Works Other than restrictions on heroes/troops and Special Rules, the Raids themselves in Weekly Raid Tournaments work the same way as regular Raids. Each day, you'll be able to attack up to 5 teams. The flags used for Raid Tournaments are separate from regular Raid flags. NOTE: Kills in Raid Tournaments count toward your Wanted: Heroes Raid Chest, so Raid Tournaments also effectively give you extra flags to potentially help fill your chest. One notable difference to Regular Raids — you can’t reroll. For the whole of the Tournament, you have 4 "Lives." Each time you lose a Raid, you lose one life. The lives do not reset across days of the Tournament. Once you'd lost 4 times at any point during the Tournament, you are out. If you choose, you can pay some gems to reset your lives after 4 losses — but your score and ranking would still be lowered because of the losses. Paying to reset your lives does NOT give you an advantage from the Raids you've already fought. It simply allows you to continue using your normal 5 flags per day and not be "out" of the Tournament. There is no way to buy additional flags. So everyone ultimately had the same number of maximum flags to use for attacks during the Tournament. The only thing gems allow you to do is continue playing if you've used up all of your lives. 3. Matchmaking for Attacks As of the Third Raid Tournament, initial matchmaking was based on your Top 5 strongest heroes that qualified for the Tournament's rarity and elemental restrictions. This was slightly amended as of the Fourth Raid Tournament: > The difficulty of the opponents reduced slightly in the beginning of tournaments. 4. Matchmaking for Defense As of the Sixth Raid Tournament, matchmaking for Defense teams was changed again: Further improvements to the distribution of attacks, especially for the top players. Keep in mind that if you're in the top, your defense team will receive more attacks. This is due to the fact that there is a small number of top defense teams that are good matches for a large number of top attackers. We try to prioritize choosing a good opponent over choosing a too easy or too difficult opponent that hasn't been attacked as much. We have also implemented a limit on how attacks count towards your Defense Grade. After the first five attacks of the day, only one attack per hour counts towards the grade. Changes to the starting difficulty of opponents your defense team faces. It is no longer based on the defense team you pick, but your best heroes that match the tournament requirements. We've brought this rule back because we want to encourage players to choose the best defense team they can, and thus provide a better challenge to their opponents. Due to the way the Team Power is calculated it was possible, for example, to pick a defense team of two fully leveled, fully ascended heroes that were on paper equal in Team Power with a full team of lower rarity heroes, but in practice that full team would be defeated in most cases. 5. Scoring Raid Tournaments are scored based on four factors: Enemies killed: The amount of enemies killed during your attack. Winning: Victorious attack will award extra points. Difficulty Bonus: Winning the attack will award points based on comparing the performance of the opponent’s defense team with the performance of your attacks. Defense Team Grade: Your defense team will receive points in the end of each Battle Day based on their performance. 6. Defense Team Grade The grades are assigned based on a percentage of wins by your Defense Team: The Defense Grade is determined based on the win percentage of your Defense Team. At the end of each Battle Day, you receive points based on your grade. | Percent Won | Grade | Points | | 60% | A | 900 | | 50% | B | 650 | | 40% | C | 500 | | 30% | D | 400 | | 0% | E | 200 | Log of past tournaments
-
Credit by PlayForFun 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.
-
ROTATION QUEST Barbarian > Fighter > Cleric > Druid > Wizard > Sorcerer > Paladin > Ranger > Rogue > Monk (05/2024) 1.MONK TRIALS Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Quest guide Crédit by BirksG 2. BARBARIAN TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit by BirksG 3. FIGHTER TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 4. DRUID TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit by BirksG 5. SORCERER TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 6. CLERIC TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 7. PALADIN TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 8. RANGER TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 9. WIZARD TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG 10. ROGUE TRIAL Dialog This class trial starts on a Fridays at 07:00am UTC. It recurs every 70 days. Restricted Classes Quest Guide Credit to @Zartanis Credit to BirksG SUMMARY DOCUMENTS Produced by Zartanis, BirksG
-
Credit by PlayForFun 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
-
In these Quest you can earn extra food and iron for finishing the levels, which can be used to level up your heroes, train heroes, craft some battle items, upgrade mines or watchtower, etc… Guide by @Zartanis
-
Credit by PlayForFun This is quest with 10 stages, which gives you Goblin coins as a reward Special Rule: Goblin Village Try your strength in the Goblin Village Only Common and Uncommon Battle Items are allowed to be used in this event. This is the only restriction. You can use your all of your heroes as many times you want. Goblin Summon Apperance 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 Event Hero: 0.4% Bonus Draw (Legendary HoTM): 1.3% Whenever you summon a Legendary Event Hero, you get a second different Legendary Event Hero for free. Summon Costs Single Gem Summon: 400 gem / 100 Goblin Coin 10x Gem Summon: 3400 gem Guides
-
- Event
- Goblin Village
-
(and 2 more)
Tagged with:
-
In these quests, you can earn gems for finishing the levels, which can be used to various things in the game. QUEST COLLECT GEMS I Guide by @Zartanis QUEST COLLECT GEMS II In this Quest you can earn gems for finishing the levels, which can be used to various things in the game. It gives more Gems compared to Collect Gems 1 Guide by @Zartarnis
-
In this Quest you can earn recruits for finishing the levels, which can be used to train/retrain heroes in the Training Camp or Hero Academy. QUEST FIND RECRUITS I Guide by @Zartanis QUEST FIND RECRUITS II This quest gives you more recruits than Find Recruits 1, and sometime the last stage of this quest can give you an Epic Troop token, which can be used in Troop Summon Portal. (When this quest gives a token, then it is highlighted in the last stage.) Guide by @Zartanis
-
In thes quests, you can earn battle items for finishing the levels, which can be used in further battles. QUEST FIND BATTLE ITEMS I Guide by @Zartanis QUEST FIND BATTLE ITEMS II In this Quest you can earn battle items for finishing the levels, which can be used in further battles. The battle items are bit better than what you can earn in Find Battle Items I. Guide by @Zartanis
-
In this Quest you can earn extra experience for finishing the levels, which can be used to level player profile up faster. Profile levels up gives you some gems, daily summon token (or Epic hero token after level 100), and it can increase your maximum world energy, maximum team cost, and maximum hero rooster size. Guide by @Zartanis
-
In this Quest you can earn resources for finishing the levels, which can be used to craft some battle items, train heroes or level/ascend heroes. Guide by @Zartanis
-
In this Quest you can earn extra iron for finishing the levels, which can be used to craft battle items, upgrade buildings, or train troops in Hero Academy. Guide by @Zartanis
-
In this Quest you can earn crafting materials for finishing the levels, which can be craft battle items in the Forge. QUEST FIND CRAFTING MATERIALS I Guide by @Zartanis QUEST FIND CRAFTING MATERIALS II In this Quest you can earn crafting materials for finishing the levels, which can be craft battle items in the Forge. The awarded materials can be used to craft better battle items compared to Find Crafting Materials 1. Guide by @Zartanis
-
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
