火之石 – 放置点击英雄RPG

火之石 – 放置点击英雄RPG

火之石 – 放置点击英雄RPG

欢迎来到火之石 – 放置点击英雄RPG社区! 
关注
28帖子·--新帖
游戏详情
全部
官方资讯
攻略创作
组队交友
问题反馈
--
--
--
--
--
--

This guide is completely reworked, and values are taken out from coding. The origin author was Verkade. This guide is more accurate than any other (probably stolen) guides which were posted at different locations and platforms. You find the original guide over here: https://docs.google.com/document/d/1tBKy41_wNecil1clXIR0x3oxSXpsJyt5V9iTb3dB5a0/edit TLDR - Quick Hints TLDR - Quick Hints Unlock tier 2 and tier 3 equipment as soon as possible. They benefit all heroes, making them much better than tier 1 equipment. Also you gain effect from tier 2 and tier 3 equipment even when you don’t have that hero in your party. It’s a permanent and best investment for your void crystals. Don’t bother with HP or armor in this game unless you need to progress further in trees or unlock tier 2 and tier 3 equipment. Enchant rings 1-3 levels higher than wrists and relics. Enchant wrists and relics 2-4 levels higher than tier 1 equipment. Level tier 2 and tier 3 equipment equally over many heroes. So make all rings level 3, then continue making them all level 4. Same for wrists and relics. You don’t actually enchant the equipment itself, you enchant the slot. Meaning when you get a higher rarity later on in the game, the enchantment level will carry over to the upgraded equipment. Ignore seals unless they are for a weapon of a hero that you’re using, or they are for wrists, relics or rings. Raining gold, raining gold and… uhm… more raining gold! It’s all about the gold! Farm at a stage where most of your heroes can kill enemies with a single blow! Save up gems for level 120, that’s when you unlock Dragon Blood and you can buy them in the store. Save inventory items and scrolls until you are level 30. Then sell them at the Exotic Merchant. Only keep some speed up / gold items for quest. For best value, only use Pouches of Gold and Buckets of Gold for your daily mission. Do as many map missions as you possibly can. Time them wisely. Short on time? Do short missions first, and just before you leave, start the longer missions. The cost of the first guardian evolution is 300 Strange Dust. So save up 300 Strange Dust before your guardian hits level 10. Best time to use your gold items is when the sum of all your heroes' damage is higher than the wave's HP. Do NOT use Prestige Tokens / Epic Prestige when you have a very high multiplier. It’s better to use them when it takes a full day to get a low multiplier then double that multiplier. The reason for this is the token works essentially as another x2 multiplier regardless of how big your prestige is. Therefore, using this on a x500 multiplier is wasted. If there’s any information that you wish to view in terms of formulas, or in depth mechanics of the game you can find the wiki at this link: https://firestone-idle-rpg.fandom.com/wiki/ Attributes Attributes There are 3 attributes in this game. Attack, Health and Armor. Attack: This attribute is always good. You can’t do without it. The faster you kill, the more gold you earn, means more firestones. Also bosses have a timer, so you need to have a high enough attack to kill a boss within 60 seconds. Health: Good for a balanced build. However after testing, I suggest ignoring health. [See “Builds” section] Armor: TOTALLY WORTHLESS. [See “My Game Experience” section] There are several reasons to raise armor and HP. Equipment, enchanting chestplate and boots to get the power requirement for unlocking tier 2 and tier 3 equipment. Or inside research, to push further in the research tree or unlock new trees. Heroes Heroes As of version 4.0.5 there are a total of 14 heroes in the game. Every hero has their own equipment and abilities. Base attributes vary a little bit between every hero but they are neglectable. If you notice a big difference between heroes, it’s most likely because they have better tier 1 equipment, or the leader is boosted more than the team or the other way around. Also there are upgrades and researches that boosts certain heroes but not others. There are 3 hero “specializations” in this game. Damage, Tank and Healer. They sort of tell what kind of hero it is, and what their abilities are. Healer has an added bonus, they heal and do damage. There are 3 hero resources in this game. Rage, Energy and Mana. Rage goes up only by being attacked or when you attack yourself. The pool is small at 100 points. Energy goes up by 9 points per second. The pool is also small at 100 points, so very quickly you are fully charged. Energy heroes also work with a combo point system. So you have to charge up by using the first ability. And the second and third ability perform better with more combo points. Mana goes up slowly. Only 3 points per second. The pool is very big at 600 points. Allowing you to use a lot more abilities before you have spent all your mana. There are 3 hero attack styles. Melee, Ranged and Spellcaster. They don’t mean much at all, but there are researches and upgrades that only boost either melee heroes, ranged heroes or spellcaster heroes. Most favorable hero leaders are Solaine (the 3rd hero) and Blaze (the 7th hero). Solaine’s first ability deals 2000% damage. Great for melting through 3-star bosses. Second ability freezes the target, increases the damage of all sources by 80%. Third ability shoots 30 ice bolts to random enemies on the field, each dealing 250% damage. Great for killing waves quickly. Blaze’s first ability deals 3000% damage. Second ability increases critical chance and damage, which isn’t that great. But the third ability, it deals 100% damage to ALL enemies instantly on the field, every second for 5 seconds. With this you can kill 5-6 waves in 5-6 seconds. Party Party Your party can only contain 5 heroes at a time. So eventually you have to choose which heroes you want to use, and which ones you don’t. There are researches and upgrades that only boost a certain type of heroes. You want to limit the amount of research and upgrades you need to level up, yet boost the most heroes while doing it. Currently the best strategy is focusing on a mana spellcaster hero party. Out of the first 8 heroes, 4 of them use mana and they are also spell casters. So eventually you get a party that contains Solaine, Benedictus, Blaze and Luana. Also considering that Solaine and Blaze are the most favorable leaders in the game, I don’t see this setup change anytime soon. Builds Builds There are 3 builds in this game. Balanced build: You make sure to have enough HP on your heroes so they can survive a few hits from enemies, while at the same time your heroes kill them with a single blow. Doing this requires you to level up anything attack and health related. With this build you can farm up at a normal pace after a prestige. Kill speed with 4 balanced heroes is about 65-70 kills per minute. Guardian build: You let the guardian do all the work for you. This requires a clicker (which is allowed). You only have to level up anything attack related. This means wrists, relics and all main attributes too, as they benefit guardians too. Guardian build only works temporarily as heroes can and will be more buffed throughout the game. Out of the 3 builds, guardian build is the quickest way to farm up after a prestige. Even more so when using the dragon. When the guardian is much stronger than the heroes, to the point where heroes don’t do any damage at all. You basically get no to very little gold using gold items. Glass cannon build: You only focus on attack. Your heroes don’t have any health or armor. Your heroes die when they get hit, but they kill the enemies too. As you only have to focus on attack and not on HP, attack is higher compared to a balanced build, allowing you to farm higher stages. After a prestige, when you farm up, the first 85-90% of the stages will go at a normal pace. The last 10-15% of stages will be painfully slow, that’s when the heroes starts dying. Kill speed with 4 glass cannon heroes is about 30-35 kills per minute. You also get a ton of gold using gold items, as HP or heroes alive does not affect the rewards of gold items. It only uses DPS to calculate the reward. Going full ♥♥♥♥♥♥ build: You only focus on armor, and ignore the rest. [joke] I’ve tested the kill speed in 2 situations, both stages my 4 (mana spellcaster) heroes kill the enemies with a single blow, but one stage my heroes survive (aka balanced build) and the other stage my heroes keep on dying (aka glass cannon build). I found that the balanced build does about 65-70 kills per minute, and the glass cannon build does about 30-35 kills per minute. This means you only need to collect 2.3 times as much gold per kill on a glass cannon build to make it worth it. Which means you only need to farm 4 stages higher. Now that this has been tested, it might actually be possible and beneficial to do a glass cannon build early on the game. All you have to do is farm 4 stages higher. This means you need to have 81 times more attack than HP. Can easily be achieved. Since you will be saving void crystals by not having to level up shoulders, with those saved crystals, you can increase the level of your wrists by 1. With 5 heroes, that result in 32 times more attack already. Do this the same for weapon vs chestplate, and that’s another 2 times more attack. All you need is 1.5 times more attack somewhere else. Exotic Merchant or Research. Too easy. Stages and Farming Stages & Farming Every stage that you go up will grant you 25% more gold while the enemies get at least 50% stronger. The last number goes up gradually and caps out at 200% at stage 200. After stage 200, enemies get 200% stronger, so you see their HP and damage triple every stage you go up. Since enemies' health increases by a lot while their worth only increases by a small amount, it’s better to farm at a stage where you quickly kill your enemies. Try finding a stage where most of your heroes kill enemies with one single blow. If you use a balanced build, you don’t need a full team that can kill all enemies with a single blow, because with 5 heroes, that attack every 2 seconds, it’s very likely that 2 heroes attack the same enemy. Resulting in wasted attacks. So having 3 capable heroes is more than enough, as it reduces the overall chance of 2 heroes attacking the same enemy. With a glass cannon build, try to aim for at least 4 heroes capable of killing enemies with a single blow. Since the heroes spend most of the time dead, the attack interval is like 10 seconds, which means it’s less likely 2 heroes will attack at the same time and so less likely wasted attacks occur. When you are going offline, you may be able to farm a few stages higher than your heroes can handle offline. This is due to your overall party DPS. If your party DPS is higher than the waves total HP, you can farm this stage offline. This is due to your parties HP stat not being taken into effect while you are offline. Map Missions Map Missions This feature of the game is very important. Here you can collect a lot of resources which you need in the game. Strange Dust for your guardians. Scrolls, which can be used or sold at the exotic merchant. Chests for equipment, items and void crystals. Later additional missions are unlocked, giving you Epic Chests (level 70), Dragon Blood (level 120) and Legendary Chests (level 140). Every mission will reward you with some honor, and after level 65 you start earning emblems too. Honor raises your attributes, but more importantly it allows you to rank up. Giving you more squads and more missions to do. It is very important to do as many missions as you can possibly do. Some hints: When you are short on time, try to do the shorter missions first, and just before you leave, start the longer missions. Also for Monster Missions (level 70) and Naval Missions (level 140), they take 7 hours on average. Don’t do them right when you see them. Do normal missions first, complete most or all of them, then you probably have a few hours left. That’s when you start a Monster Mission. While the mission is in progress, it will carry over to the next map. Monster and Naval missions appear on a specific chance, Monster missions will show up 1 in every 3 cycles, meaning the longest you can go without one would be 4 cycles. Naval missions will show up 1 in every 4 cycles, this time meaning you could go a maximum of 6 cycles. Your map mission cycles do not “skip” while you are offline. Therefore if you close the game with 30 minutes until your missions refresh - those will be the missions that will appear. Meaning if you time things correctly, you will never “skip” a cycle with a Monster or Naval mission. Magic Quarter & Guardians Magic Quarter & Guardian Your guardian shoots whenever you click. But it does more than that. It also provides your heroes with an aura. There are 2 guardians in the game right now, an Angel and a Dragon. The Angel is what you start out with, it deals damage to enemies one at a time, and it provides your heroes with an ‘all attributes’ aura. You have to make the Angel level 10, then you can evolve it. Evolving cost 300 dust for the first time. After you evolved the Angel once, you unlock the Dragon. The Dragon shoots ALL enemies on the field. The main target receives 100% damage, the other enemies receive 50% splash damage. The Dragon provides you with a gold bonus aura. Both auras are active at the same time. So in a way you have to level up both the Angel and the Dragon, however the Dragon takes priority as the gold bonus is better than all attributes. Guardians can be made 5 stars, and then leveled up to 10 again. Evolution costs can be found here: https://firestone-idle-rpg.fandom.com/wiki/Guardians#Evolution Equipment & Gear Equipment / Gear You get equipment out of chests, most of which you get from doing map missions. You either get new equipment, an upgrade or you get a duplicate. Whenever you get a duplicate, you receive void crystals which you can use on enchanting. The amount of void crystals you get is determined by the tier and rarity of the equipment. There are multiple tiers of equipment. It is very important that you unlock tier 2 and tier 3 equipment as soon as possible. They are much more powerful than tier 1 equipment. As tier 2 and tier 3 equipment provide attribute bonuses to ALL heroes, even when you don’t use the hero in your party. List of items: Weapon - Increase attack on equipped hero Chestplate- Increase health on equipped hero Boots- Increase armor on equipped hero Wrist- Increase attack on ALL heroes Shoulder - Increase health on ALL heroes Belt - Increase armor on ALL heroes Ring - Increase gold bonus Relic- Increase ALL attributes on ALL heroes There are also various rarities. Common, Uncommon, Rare, Epic, Legendary and Mythic. In most games, we often wait till we get good quality equipment before we enchant it. But in this game it doesn’t matter because we don’t enchant the equipment, but we enchant the slot. Meaning if we get a common equipment, we enchant it twice, then we get the same equipment but rare, it will be level 2 still. The rarity of the equipment will do 2 things. Every rarity gives the equipment 3 times as much bonus. Also it allows you to enchant it 2 levels higher. A common equipment can only be enchanted 2 times. Uncommon 4 times. Etc. Every level of enchantment provides the equipment with 2 times as much bonus and the cost goes up by 100% for the next level, only 50% after level 8. It's better to level up equipment equally. Level up 1 tier 2+ equipment, 2 times, you pay 60 + 120 void crystals. You get a 4x bonus. If you level up 2 tier 2+ equipment, 1 time, you pay 60 + 60 void crystals for the same 4x bonus. It is advised to have your rings 1-3 levels higher than your relics and wrists. And keep tier 1 equipment 2-4 levels lower than your relics. Also every equipment has a power rating, and you have a total power rating. But this means absolutely nothing. You can have a level 12 Mythic weapon on 1 hero. This will give something like 96.000.000 power, but all you did is make 1 hero strong. He has gained 2^12 = x4096 attack from enchantments and since it’s 2 rarities higher than epic, that means 3^2 = x9. So 9 x 4096 = 36,864x attack on this hero alone. But you could also enchant 4 epic wrists to level 4. You will get 2^16 = 65,536x attack on ALL heroes. The power of these 4 wrists? Only 260.000‬. Iteams & Scrolls Items & Scrolls You get items through chests and scrolls through missions. I classify them in 2 types, buff and speed up (aka gold) items. Buff items are those that will power up your heroes or guardian for just a few minutes. Speed up items are those gold items, like gold pouches, buckets, crates and piles. Buff items are only good when you come across a 3-star boss. With these items it will become easier to defeat the boss. However if defeating the boss is pointless, like you don’t unlock a new hero with it, then I suggest not using any buff item on that particular boss. Just gather enough strength naturally to beat him. Any excess buff items should be sold at the Exotic Merchant. After all, permanent upgrades are better than temporarily buffs. Speed up items can be good, often used for meteorites. They are also used to complete the daily quest, using 4 pouches or buckets (40-140 coins) to obtain 3 scrolls (240 coins). Resulting in a profit. They can also be used to obtain firestones more quickly, but it’s like a drug. Once you start using them, you have to keep using them to feel like you’re progressing further. Once you hit a prestige wall, like it takes 12 hours of normal gameplay to get a 2x multiplier on your firestones, you can start using gold items to lower it down. But this does nothing to push that wall further. Which means next run you have to use these items again, or else it’s going to take 16 hours to get a 2x multiplier. Overall I think it’s best not to rely on gold items, and just sell them at the Exotic Merchant. This gives you permanent upgrades, which will push that ‘wall’ further, allowing you to get a 2x multiplier in a shorter amount of time. Speed up items are not affected by Midas Touch. However speed up items are affected by anything that increases your DPS. This is also why speed up items work very well on glass cannon builds. DPS counter does not take into account the survivability of the heroes, or even the state of heroes (dead or alive). All it means is their attack, and how fast they attack per second. So when you increase speed through a scroll, DPS goes up. Increase attack/damage, and DPS goes up. Seals Seals You get Seals from Epic or Legendary chests at a 1 in 10 chance for a legendary, and 1 in 15 chance for Mythic (from legendary chests only). There are 2 types of seals. Legendary Seals and Mythic Seals. These seals allow you to upgrade equipment to Legendary or Mythic rarity. To upgrade to Legendary rarity, you will need a level 6 epic equipment + Legendary Seal for that specific equipment. For Mythic, you need a level 9 legendary equipment + Mythic Seal for that specific equipment. Just because you get a seal, doesn’t mean you have to actually use it. Most of the time you get a seal for a tier 1 equipment. You can ignore them. Not only is there a good chance that the hero will be replaced one day, so you waste void crystals by making the equipment level 6. But also tier 2+ equipment is so much more important, you will have to raise all of them to level 6 before it’s more cost efficient to make a tier 1 equipment legendary. Prestige Prestige You will earn firestones through Prestige. Firestones give you a gold bonus, and allows you to buy Fire Tokens for research. First time you should prestige at around 100 firestones. After that you get automatically a popup to prestige whenever you have a 2x multiplier. This means that the amount of firestones that you have doubles when you prestige. The newly ‘collected’ firestones will be added on top of the old firestones. But you don’t have to prestige at 2x multiplier. You can wait longer and get a higher multiplier. Do remember that you have to collect 6 times as much gold to double the amount of newly collected firestones. So it’s better to do shorter runs than longer runs. But stay at least an hour at your farm stage. You will also run into prestige walls as I call them. When you don’t get any gold bonus through other features in the game, eventually the time it takes to do a 2x prestige will take longer and longer. Can be 8 hours or longer before you start seeing a 2x multiplier. This will greatly slow down stage and character level progression of course. To fix this you have to find ways to increase your gold bonus. This can be achieved by making your heroes stronger, allowing you to farm higher stages (x1.25 gold per stage). Obtaining new rings will help greatly. Enchanting rings. Level up or evolve the dragon. Research or upgrade Gold Bonus or Prestigious. It’s best to use Prestige Tokens when you have reached one of these walls. That is when you get the most out of the prestige tokens. It may sound weird, you might think they are better used when you have a very high multiplier, but that’s wrong as they only work as an effective x2 multiplier (your bonus is x2 larger than the previous). Eternal Magic Eternal Magic Here you can convert firestones and gold into fire tokens. These fire tokens will be used in firestone research at the library. Best to convert just before you prestige, so you don’t accidentally consume all your firestones. I suggest you to not spend more than 5% of your firestones Character Level & Talents Character Level & Talents You will earn experience when you earn firestones (means gold too). Everytime the total earned firestones goes up by 10x, you have earned about 3000 EXP. Your character level will unlock certain features in this game. Exotic Merchant at level 30. Emblems and 3rd tab inside Exotic Merchant at level 65. Monster Missions at level 70. Alchemist, Dragon Missions and Dragon Blood at level 120. Transmuting at level 130. Naval Missions at level 140. Everytime you level up you gain 1 talent point. With it you can level up some basic and special things. Attributes are pretty basic, as you can increase attributes many different ways. This is why you should not increase attributes with talent points. In order the best talents to focus are: Day Watch, Night Watch, Leader - Auto Abilities, Party - Auto Abilities, Mysterious Rock, Expeditioner, Librarian. Afterwards you can fill in the rest as you wish (ignoring dodge until last). Tavern Tavern When you unlock Tavern at level 15, you will start earning beer. Beer drops from the enemies every 28.8 seconds which result in 3000 beers per day. When you have collected 1500 beers, you can convert it into 5 Game Tokens and you can use them to play a game of cards. 6 cards will be presented in front of you and you can select 1 of them. It doesn't really matter which one you select as rewards are pre-generated, but it gives the player the sensation there is something behind every card and that you might get lucky when you choose the right card. Anyway, when you have selected a card, there are various rewards you can get. The amount of items you get depends on character level, rank and/or luck level. You can see the amount of items you can get when clicking the "Info"-button at the upper left corner at the Luck Level UI. From tavern you can obtain Golden Keys, these will be used to upgrade your Artifacts, and will almost never be used for purchasing Amulets except a select few. In the amulets section I will say which amulets are worth purchasing, but overall your golden keys are going to be used to upgrade your artifacts mainly. There are 3 main parts inside this feature of the game. Elements and artifacts, Sacred Cards and Luck Level. To view the full reward list here is the wiki link: https://firestone-idle-rpg.fandom.com/wiki/Tavern Artefacts & Elements Artifacts and Elements When you have collected all the elements, you will receive an artifact. There is about a 1.2% chance of obtaining an element and 0.05% chance to get an artifact directly. This means it takes approximately 40 days to receive an artifact through elements. Artifacts greatly improve your game. They have 6 various improvements. Raining Gold, Firestone Effect (multiplicative) or All Attributes Basic attributes such as damage, health or armor. Group of heroes based on what resource (rage, energy, mana) they use Generation rate of the same resource. Certain specialization (tank, damage, healer) Guardian damage, leadership, team bonus or hero-damage. Full list of artifacts can be found here: https://firestone-idle-rpg.fandom.com/wiki/Ancient_Artifacts Sacred Cards Sacred Cards Most of the cards you select will reward you with sacred cards. The amount of sacred cards you will get depends on your luck level. Your luck level will slightly increase the amount of sacred cards you will get. There are sacred cards for every hero, every guardian and pretty much every attribute in the game. You first have to collect the cards, they will start out as level 1. At level 1 you get a bonus already, and all the bonuses, including that of Firestone Effect, is multiplicative. When the bar fills up, the card levels up, and the bonus increases multiplicatively. So if level 1 gives +30% (x1.3), the next level gives +69% (1.3x1.3 => x1.69). Luck Levels Luck Levels Every card that you choose gives you a reward, and based on the reward and the amount, you will earn luck. Something like Meteorites, Exotic Coins or Emblems give a very low amount of luck, usually less than 100. But things like Honor or Scrolls, you can earn many hundreds, even thousands of luck. When you earn enough luck, you will level up. When you level up, you gain some bonuses. Faster Meteorites and more Sacred Cards is what you always get when you level up. As for All Attributes and Raining Gold, they increase in turn. First Attributes, then Gold, then Attributes again. As you level up, it's possible that other rewards, such as chests, scrolls, and currencies will increase in number too. But as those rewards are based off character level or rank too, it's possible you don't see a change when your luck level increases. At Luck Level 2 you will also be able to get Prestige Tokens. With this you can do a 2X prestige for free. Amulets Amulets Amulet can be obtained from the stop, and there are 2 different types. Ones that can be purchased with Golden Keys, and ones that can be purchased using Gems or Real Money. Most of the amulets are essentially “useless” in the fact they don’t give as much as a benefit as you would think. Currently there are only a few Amulets that are worth buying, the first being Amulet of Knowledge. This amulet costs 2000 gems or $9.99, and will reduce the time taken for your firestone researches, and it worth it in the long run. The second amulet that people tend to purchase is Amulet of Luck. This amulet gives you a 5% chance to get 2 beers instead of one, effectively giving you 5% more beers per day. The downside is this amulet only works if you are ONLINE, and you do not gain the benefit offline. There are 2 other amulets that are debatable whether you should buy them or not, and these are the Amulet of King and Amulet of Queen. These amulets give you a chance to skip waves/stages, which in turn helps you to get back to your main stage after a prestige. These ones are fully down to preference. Meteorites Meteorites Once you have unlocked the Library, you will start seeing meteorites falling down onto the battlefield. They will appear once every minute, and just like gold they are automatically collected. Offline rewards will give you meteorites as well, up to 10 hours, so 600 meteorites. There are various ways to get more meteorites. You can use gold items and there are certain upgrades which increases the chance for 2 meteorites to drop instead of 1. When using / spending your meteorites, your first priority should be unlocking tier 2 and tier 3 equipment on your heroes. The remaining meteorites can be spent inside the library on meteorite research. You can also unlock a second research slot inside Firestone Research, however I suggest saving up for this once you have a lot of Fire Tokens saved up, like 30 or so. Always save enough Meteorites for your next hero unlock! Meteorite Research Meteorite Research Here you can spend your meteorites on research. Unlike Firestone Research, they don’t take time to complete. Just get the right amount of meteorites and you can upgrade them. Also what makes meteorite research different is that every research bonus goes up linear. What this means is that the more levels you put in a research, the less benefit the next one gives you. As of version 4.0.5, there are 4 trees in total. Each with different bonuses however they are pretty similar. In each tree, you should prioritize what is going to increase your gold gain, such as Raining Gold fire, then Firestone Effect and Prestigious for example. Firestone Research Firestone Research Here you can spend your fire tokens on research. It takes time to do the research, so once you have collected a lot of fire tokens, you probably want to buy the second research slot, as well as level up the ‘Librarian’ talent. Most researches here are multiplicative. So it doesn’t matter how many levels there are in a certain research, it remains good to level it up. As of version 4.0.5, there are 7 trees in total. Again focusing on gold boosting upgrades is best here, although Critical Loot Bonus/Chance are not as great in tree 1 due to calculations. Raining Gold and Firestone Effect will still be your priority, afterwards focusing on specifics depending on your team comp will help you more. So if you run more mana heroes, focus the mana talents etc... Daily Quests Daily Quests Early in the game, daily quests are somewhat important since you don’t get many missions and so the resources you get daily from missions is limited, the daily quests rewards are a nice addition to that. Some of them are difficult to complete and require you to play for a long period of time or come back later in the day and do some stuff. Some planning goes a long way. One quest you can ignore is the scroll missions. 6 scrolls for 2 items is a bad deal. After you unlock Exotic Merchant, each scroll is worth 80 coins. So to complete this quest, you need to spend 480 coins worth of scrolls to receive 2 items. 2 items are only worth 240 coins on average. So you’re at a loss here. To make the “open 3 chests” quest easier, you have to save the chest you get from this quest for the next day. So you start the day with 1 chest, then early in the day you can start a chest mission, and later in the day you can start another chest mission. You have 3 total. Open them. Accept the reward and hold onto that chest for the next day. To make the “Train the guardian twice” quest easier, level up the “Trainer Skills” talent, and later in Firestone Research Tree 1, you can reduce the time for training even further. Lowering it down to 4 hours for each training. The “complete 9 map missions” quest will mostly go to waste when your rank is low. But this, as well as every other quest, gets easier when rank goes up. Achievements Achievements There are various achievements in the game, they all have multiple levels with their own bonus. All these bonuses are additive, not multiplicative. So only early game do you benefit from them. After you got a few thousand percent in All Attributes, then 100% extra isn’t going to do much for you anymore. Gems Gems Everyday you can get 30 gems by doing 7 daily quests. Also now and then you can collect gems on the Daily Rewards page. In 28 days, you can get 1000 gems through Daily Rewards, and 840 gems through daily quests. When you start, it’s best to keep hold onto your gems until you are level 120, this is when you will unlock the Alchemist. At level 120, Dragon Blood will unlock in the store. From this point on it’s best to spend your gems on Dragon Blood. You can only get 200 Dragon Blood per day through missions. With 1000 gems you receive 3600 Dragon Blood. That’s 18 days worth of Dragon Blood. Keep buying it until you have maxed all experiments. If you are F2P, focusing on Dragon Blood is going to be more beneficial as with your limited supply of gems and legendary chests, this is going to help you progress your gear optimally. If you spend money at times (value packs etc…), and have left over gems, you can choose to spend excess gems either in the Tavern or by Transmuting by your own choice, as distinguishing what’s best right now is difficult. As of version 4.0.5 there are 4 Alchemy Trees. Always use your dragon blood on experiments when you can, strange dust can be used, as long as you have kept enough saved for your next guardian evolution. I wouldn’t use exotic emblems until you have completed your full exotic upgrade trees. Exotic Merchant Exotic Merchant You will unlock Exotic Merchant at level 30. Here you can sell items and scrolls and receive Exotic Coins in return. With these coins you can buy permanent upgrades. Also at level 65, you will unlock Emblems. From this point on, you receive emblems through missions and you can buy emblems with gems. With these emblems you can buy Epic Chests at the exotic merchant. Using your gems here is not worthwhile though, just use the passive emblems you receive through your map missions. Back to exotic coins. You want to sell pretty much everything with the exception of (certain) gold items. Either you use all gold items for quicker prestiges and meteorites. Or you only keep gold pouches (10 coins) and buckets (35 coins) for the sole purpose of completing the daily quest. Use 4 gold pouches, 40 coins spent and you receive 3 scrolls in return, worth 240 coins. Profit of 200 coins. As for exotic upgrades. Your first priority is Prestigious. Yes, whereas Prestigious in Firestone Research is not that good because it’s low percentage and linear. Inside Exotic Merchant, Prestigious is higher percentage and multiplicative. But it has a level requirement. You need to be at least level 50 to buy the first level, and that level requirement goes up by 2 for every purchase you do. Second priority is Raining Gold. After those 2 are maxed, you go raise attributes. Depending on the build, you can go many ways. With a glass cannon build, go for Hero DMG. Then you must decide, All Attributes to support all kinds of heroes, or ready yourself for a mana spellcaster party and level up Magic Spells. All up to you. Alchemist Alchemist You will unlock Alchemist when you reach level 120. Alchemist is a lot like Exotic Merchant with their upgrades but they are called Experiments in Alchemist and the bonus you get is randomly decided for you. You can run 3 experiments at once, each with their own resources. Dragon Blood, Strange Dust and Exotic Coins. The time to complete an experiment varies on the tree you are currently on. Since the bonus you get is random, it’s pretty difficult to say when to use each resource. It is suggested to Dragon Blood right from the start. I suggest using Strange Dust whenever you have enough saved for your next evolution of your guardian. Exotic Coins is tricky as there are multiple pages of upgrades inside Exotic Merchant now. At level 130, you will unlock Transmuting inside Alchemist. Transmuting allows you to convert chests to higher rarity chests. The only good thing here is Epic Chest to Legendary Chest. But it’s very pricey. It costs 500 dragon blood + 1 epic chest to get 1 legendary chest. With 500 dragon blood you can do 10 experiments. So you have to choose if it’s worth it. Remember that at 140, you get Naval Missions. They’ll give you a Legendary Chest each day. I would say the best way to spend dragon blood is to use them in experiments. When you have collected another 1.000 gems, you can spend all remaining dragon blood on transmuting legendary chests, and then you use those 1.000 gems on restocking on Dragon Blood. And repeat this over and over. So collect another 1.000 gems, you might have 1.000 dragon blood left, that’s 2 transmutations, then buy dragon blood again. These values may differ depending on how much you play, so basically how many experiments you do per day. Current Heroes (getting more with next updates) Current Heroes As of right now, there are a total of 14 heroes in the game. Each hero is unlocked after beating a specific stage. Heroes can fall under different categories, Damage Dealer, Tank or Healer. As well have a different attribute of Mana, Energy or Rage. To see a full list of the heroes, their stats, attribute, archetype and how to unlock each one, you can check this link: https://firestone-idle-rpg.fandom.com/wiki/Heroes List of Researches/Upgrades List of Researches / Upgrades Raining Gold The best research or upgrade. Improves the amount of gold you earn, which in turn allows you to get more upgrades or hero levels. With that you can farm higher stages, once again earning more gold. And in the end, earn more firestones. Prestigious In Exotic Merchant and Meteorite Research Tree 3, this upgrade is the best. In Exotic Merchant, it gives a decent bonus and it’s multiplicative. In Meteorite Research Tree 3, it gives a big bonus, but it’s linear like every meteorite research. Prestigious inside Firestone Research doesn’t do much. Firestone Effect Nice in the beginning, but all researches and upgrades are linear. Means the first level is the best, every level after that loses effectiveness. Attribute Damage Often cheaper to level up than All Main Attributes upgrade, and/or giving more bonus per level. Making it better than All Main Attributes, as attack is all that matters. Unless you go with a balanced build, then All Main Attributes might be better for you. Attribute Health Good for balanced build. Still wouldn’t advise it. Level it up at the very end, together with Attribute Armor. Attribute Armor Armor is worthless. Further it’s the same as health. Level it up at the very end. All Main Attributes It’s a good upgrade. Boosts your attack, but is often more expensive to level up, or doesn’t give as much of a bonus per level. Guardian Power Good for guardian build. It can help with farming back up to your farming stage after a prestige. Critical Loot Bonus Critical Loot Chance Bad. Currently only available in Firestone Research Tree 1. Maxed out it can give 20% crit chance and 300% bonus. Resulting in 60% more gold on average. 50 firetokens are required for just 60% more gold? No. Weak Boss Weak Enemy Bad. You have to put many resources in it, and it only does so little. 2x 15 firetokens in Firestone Research Tree 1, just to reduce enemy HP by 15%. 1 level in Attribute Damage gives you the same result. That’s how bad it is. Powerless Boss Powerless Enemy Bad. Same as above. It’s even worse when using a glass cannon build, as you get killed anyway. Even with a 15% reduction. Honor Effect Medal of Honor Every research gives a linear boost and the amount is too small to make a big enough difference. You will get most honor effect from ranking up. I suppose only when you play very little and for that reason have a low rank, can honor effect research be good for you. Intense Training Trainer Skills This upgrade/talent is okay. In the current version, you can reduce training time by 50%. This allows you to train the guardian once every 4 hours. Making it easier to complete the daily quest for those that do not play a lot. Mission Planning Expeditioner A must have when you reach level 70. This allows you to do more missions in a shorter amount of time. At level 70, you get Monster Missions. Taking 7 hours on average and using 2 squads. Reducing that time by 30% means you can complete other missions. Wave Skip Stage Skip It's a decent research. Takes less time to farm up. It gets better when you unlock Alchemist. You can get 84% wave skip in total, and 54% stage skip. You can go from 1 to 500 in less than 15 minutes. Scroll of Speed Scroll of Attack Scroll of Health Ancient Knowledge Bad. Scrolls will be sold to the Exotic Merchant. Reduced Hero Level Up Costs Does very little. Meteorite Storm It’s an average upgrade. You earn more meteorites, but all meteorite research gives a bonus that goes up linear. It takes months before you actually notice a big difference between someone who does not have this. Still it’s prefered as sometimes you get new heroes, and you want to get meteorites quickly to unlock tier 2 and tier 3 equipment. Mana Heroes Rage Heroes Energy Heroes These upgrades are decent. They increase all attributes of heroes using mana, rage or energy. Ideally you will want a team composition in the future composed of one attribute. Tank Specialization Damage Specialization Healer Specialization Same as above. Focus on what you have more of in your team composition first. Fist Fight Projectiles Precision Magic Spells Same as above. Leadership Good to equal differences in attributes between heroes. Also some people use Blaze as the main source of damage. Level up Leadership to boost him. Fully rely on him for damage, melting through 3-star bosses with the first ability and killing a mass amount of enemies using third ability. It’s a more active build, or clicker is needed. Team Bonus Good to equal differences in attributes between heroes. This will give the best result for full idle. List of Chests List of Chests Common Chest These chests give 1 piece of equipment ranging from common to rare. Also gives 1 item. Uncommon Chest These chests give 2 pieces of equipment. At least one is uncommon. The other can be anything from common to epic. Also gives 2 items. Rare Chest These chests give 3 pieces of equipment. At least one is rare. The other 2 can be anything from common to epic. Also gives 3 items. Epic Chest These chests give 4 pieces of equipment. At least one is epic, and another one is rare. The other 2 can be anything from common to epic. It also has a 10% chance of giving a Legendary Seal for a specific equipment. It also gives 4 items. Legendary Chest These chests give 5 pieces of equipment. At least 3 is epic. Another one is rare. The last one can be anything from common to epic. It has a 1 in 10 chance to give a Legendary Seal, and another 1 in 15 chance to give Mythic Seal. It also gives 5 items. List of Missions List of Missions Scout Missions These missions reward you with 1 honor, 5 emblems and 10 Strange Dust. The duration is 30 minutes on average and takes up 1 squad. Adventure Missions These missions reward you with 2 honor, 10 emblems and 2 random scrolls. The duration is 1 hour on average and takes up 1 squad. War Missions These missions reward you with 4 honor, 20 emblems and a random chest. 70% common, 20% uncommon and 10% rare chest. The duration is 2 hours on average and takes up 1 squad. Monster Missions (unlocks at level 70) These missions reward you with 28 honor, 140 emblems and an epic chest. The duration is 7 hours on average and takes up 2 squads. Has a 33% chance of spawning on the map. Dragon Missions (unlocks at level 120) These missions reward you with 16 honor, 80 emblems and 50 dragon blood. The duration is 4 hours on average and take up 2 squads. Naval Missions (unlocks at level 140) These missions reward you with 28 honor, 140 emblems and a legendary chest. The duration is 7 hours on average and takes up 2 squads. Has a 25% chance of spawning on the map. Guilds Guilds Guilds play a major role in terms of your progression in the game too. Guilds have perks for the whole guild, and your own personal perk tree. This will help boost you to pushing further into the game. Available as soon as you enter a guild are Expeditions, these are missions separate from your regular map missions that reward you with Guild Coins and Expedition Tokens. The coins are automatically donated into the guild bank (with exception of ones purchased through the shop) and the tokens are used to upgrade your personal tree to purchase pickaxes. Pickaxes are unlocked at level 80, and are used in the Arcane Crystal. This is a guild based event, and rewards you with Arcane Crystals based on the damage you dealt with your pickaxes. Each guild has their own crystal and etiquette based on who should be in 1st, 2nd and 3rd place. These crystals are used in Awakening to strengthen your heroes and upgrade their passive abilities. Tree of Life Tree of Life Tree of Life is your “Guild Tree”, which has two different types. A guild boosting one, and a personal boosting one. The “Guild” boosting tree affects everyone who is part of the guild, and the “personal” boosting tree affects just you. If you switch guilds, the guild tree changes depending on what upgrades that guild has done, but your personal tree stays the same and carries over all progress previously. For each upgrade, you can only level them up to 5 to start, and as your tree level progresses by 10 levels, you can then level up each upgrade a further 5 times. Each upgrade you do grants you “XP” towards your tree level, so they work together. In terms of what you should upgrade first, your expedition tokens should be spent in this order for best efficiency: First is debated between players of either Firestone Effect or Prestigious (do which you prefer first and the other second), Third should then be Raining gold, Fourth Should be Attribute Damage, and Fifth should then be all attributes. Always ignore armor until you cannot progress further and it is required to up your tree level. Arcane Crystal Arcane Crystal As stated earlier, once you are in a guild, you can access the Arcane Crystal once you are character level 80. Obtaining pickaxes, like a lot of other resources is a passive income where you can claim 1 free pickaxe every 96 minutes, meaning 15 per day and will cap at being able to claim 30, but you can hold onto as many as you want. Your reward is based on your performance and “damage dealt” to the crystal with your pickaxes, and as mentioned earlier, each guild works on this differently as to ensure everyone is getting their own fair share of crystals. To see the full formula of how your reward is calculated you can view the wiki page at this link: https://firestone-idle-rpg.fandom.com/wiki/Arcane_Crystal Hero Awakening Hero Awakening Linking into Arcane Crystals, Hero Awakening unlocks at level 80, and is where you use your obtained Arcane Crystals. Similar to how Alchemist Experiments work, Hero Awakening will apply to Random Heroes rather than you specifically choosing which hero to focus on. Each upgrade costs 500 Arcane Crystals and gives varying experience when used. Every hero gives a different effect of either Raining Gold, Prestigious or All Attributes where the effect increases with each hero level gained. To view the full list of how much experience is needed to level a hero, and the strength of their relevant effect you can go to this link: https://firestone-idle-rpg.fandom.com/wiki/Awakening Verkades game experiences (Quote out of his origin guide) My Game Experience As I write this, 07/09/2019, I’ve played 119 days. I am a very active player, almost never missing any missions. Always theorizing about all kinds of things to improve my game play. Also calculating the effectiveness of certain things, like armor. Very early in the game I realized that armor attribute sucked. I realized I was still getting damage from enemies no matter how much armor I had. At my farm stage, the damage received varied a little bit, but by adding the damage received + the armor on each hero, I found that the result was the same for every hero. This meant that the damage reduction was linear. Quicky after that I found that there’s a cap to this damage reduction of 90%. This meant that armor could at maximum effect only make HP 10 times more effective. I also knew that by not spending void crystals on belt at all, I would save enough crystals to put 1 extra enchantment on the shoulder compared to enchanting them both equally. Doing this on only 4 heroes, that would result in x16 more HP. Which is already better than armor attribute can ever provide. Since that day: armor = bad. As more heroes got added to the game, I started theorizing about glass cannon builds. By not having to level up shoulder, I would save enough crystals to put 1 extra level on wrist. Just like I said before with belt and shoulder. The more heroes you get, the bigger the difference will be. At this time there were 8 heroes, so 2^8 = 256. Which meant that I would get 256 times more attack compared to a balanced build which I was using at that time. I wasn’t sure if this was enough or not to make a glass cannon build work, as the heroes will spend a lot of their time dead. I estimated that I would need to farm 8 stages higher, this meant I would need to get 6.561 times more attack. As more heroes got added, I finally decided to make the switch. However going from a balanced build to a glass cannon build is not easy to do. You can raise wrists, and start ignoring shoulders. But when you need to get 6.561 times more attack before you start seeing a benefit, that requires a lot of time. So I switched to a guardian build. There were many things I could do to boost guardians. Also Firestone Research Tree 3 just got unlocked. So I focused on guardian there, and with the second slot I pushed to the end for Attack Attribute, All Main Attributes and Raining Gold. I also started enchanting wrists, as I did not have to be concerned with HP. Pretty quickly it worked out for me, and I was pushing through many stages pretty quickly. But after like a month, all the researches and upgrades that are beneficial to the guardian got maxed. So I started increasing hero stuff again. Now they were finally built for glass cannon build, as all wrists were 2 enchantments higher than shoulders. Also unlocked some new heroes during the time I used the guardian, and their shoulders were unleveled. It took some time with research to get heroes as strong as the guardian. Then the question was, how many stages higher would they need to be able to farm at to become better than a guardian build. I did not really test this. Because heroes were getting so strong so quickly, mainly because I was increasing Team Bonus and Hero DMG inside Exotic Merchant. After the heroes could farm 11 stages higher, I made the switch. So I stopped using the guardian, and let the heroes do their thing. Finally I had control over my computer back, no longer had to use the clicker which prevented me from using the computer. This is also when I started writing this guide, as some people requested/suggested it. At this time I was still under the impression that a balanced build is better early on. I still believed that you would need to farm 8 stages higher with a glass cannon build compared to a balanced build to make the glass cannon build work. But now that I had a glass cannon build, I could finally test it. The result was surprising. With 4 heroes (1 is useless), I managed to do 65-70 kills per minute on a balanced build, and 30-35 kills per minute with a glass cannon build. The difference in kill speed is only 2.3 times. So you would need to get 2.3 times more gold per kill when using glass cannon build. This meant you only had to farm 4 stages higher, not the 8 stages that I had imagined. With only 4 stages, you would only need to get 81 times more attack. Even a beginner with 4 or 5 heroes can pull this off. So from this point on, I suggest ignoring health and armor.

--
--
--
--

This guide is focused on the strategy for new players on war machines, since changing the strategy later on gets punished through some mechanics anyway. This WM-guide gets updated with data from a couple of accounts with different setups. Also the guide will be more focused on PvE than PvP but will have some side notes for PvP. (Original guide by Yakinthos) deutsche Version: https://steamcommunity.com/sharedfiles/filedetails/?id=2805088027 Hot take on changes of 7.6 The rarity is a pretty important factor, so it looks like a good idea to bring every WM to level 10 at least on old accounts. It's probably even worth to spend tokens to get the tools, since the cost ratio is rather nice. After that you most likely continue with your old strategy and max the rarity on your main WM(s) slowly until you hit max. For newer accounts I tend to say that Solo-Tank might be the best choice now, at least bring the first WM to level 10 and either the second one too or just wait until you opened enough chests to unlock the tank. The machines you get At first you get a damage dealer (aka DD) from a pool of 4 possible machines, on engineer level 2 (your 1st machine reaches level 7) you get another DD from the same pool. At engineer level 5 you get 1 of 3 tank-machines. The next machine arrives at engineer level 10 it is a DD that deals Area of Effect (AoE) damage. The last set machine is a healer-machine on level 15. Any further milestones (engineer level 20, 30 etc.) are random machines from all the machines you didn’t get yet. Basic strategies For free to play players there are mostly 3 valid strategies: Solo-DD, Tank & DD, Solo-Tank. With very high activity Tank & DD & Healer is possible as well, but that leaves the personal guild tree pretty blank. Besides I will talk about the possible tactics for players who spend money. Solo-DDThe basic idea is very simple, you just focus on your first machine and ignore the rest. There always could be discussion if you pick one of the first two machines or definitely focus on the first one. Points spent on other war machines are always a disadvantage later on because they push the engineer level too high. The solo strategies leave the most room for the personal guild tree, since you need the lowest amount of tokens for the same progress in the campaign. Blueprints have to be used for all attributes, with damage as number one priority. It’s the fastest strategy to reach 155 stars as f2p (8.5 months is definitely possible). And still should be fastest to reach 190 stars (which should be somewhere between level 160 to 165, depending on your artifacts). If you left all other machines on level 1, you can reach level 130 before getting the 5th machine, that should be 145 stars and transmuting for opal chests as well as the opal chest in the weekly. From there on you save to level 135, if you didn’t spread you etheral shards to wide, you should hit 155 stars with that. [Due to the new WM artifacts you probably might get lucky and be able to do 155 stars on level 130, if you already got 2 or 3 of them.] Drawback is that it is pretty weak in PvP because most other setups beat it. Your arena ranking will be pretty much a rollercoaster everyday. Tank & DDYou take one of your first two machines as a damage dealer and the tank (third machine). The best case is to get Goliath or Fortress. When you get Earthshatter you have to decide whether or not to go with one of the solo strategies, as he is much worse for this strategy. Blueprints have to be used accordingly to the focus of each machine, HP & armor on the tank while pushing damage on the DD. Just as with the Solo DD strategy, it can be beneficial to take the first machine as the DD no matter what you got. In the end this strategy will lead to less progress in the guild tree, but this build is more stable in PvP and can beat more setups than the Solo-DD. Solo-TankThis may sound a little odd but in the end it works pretty similar to Solo-DD, you just tackle it from the other side. While Solo-DD is all about how long you can survive, you survive very well as Solo-Tank but can end up in round 20 (which equals a loss) because you lack damage. The advantage is that a tank scales better for power requirements, later on you need a certain power to do stages and Solo-Tank fares better in that than a Solo-DD. Earthshatter isn’t as durable in this strategy as well, but at least his damage is more of use here. Most likely the best strategy if you want to use Earthshatter for some reason. In PvP this tactic can be a nuisance for some enemies but when attacking it can also lead to many draws. Don’t pick enemies with several high DDs. Tank & DD & HealerOnly recommended for very active f2p players or players who are willing to spend some money. On f2p you can barely manage to keep up with the material income but you would completely abandon your guild tree. [This might be no longer true once you get to emerald chests, since they significantly boost your income for components.] The healer is the fifth machine you will get. By then you should have made good progress with the heroes. Unless you already have a pool of 12 heroes, you shouldn't be using the healer. Machines without a full crew are much weaker. Compared to the other strategies the healer barely increases the progress in PvE, but for PvP healers are very useful and this strategy beats non-healer strategies pretty good. Fortress as Tank is best suited for this strategy, as its high base armor blocks most of the incoming damage and any healing it gets is worth more. Earthshatter is even weaker here than in the Tank & DD strategy. Blueprints get spent as follows: Tank HP/Armor, DD and Healer damage. If you have any surplus of blueprints increase the damage of the tank for PvP. Other strategiesTank & Double DD: There are two variants, you take the first two DDs or you take the AoE-DD later on, but the AoE doesn’t help too often so probably standard DDs are fine. The idea is to still have a dedicated tank but crash the enemies faster. Resourcewise it’s like the healer strategy but should lead to a little faster progress in campaign and in PvP it’s the nemesis for a Solo-Tank strategy. 5 machines: For newer players there will be a lack of heroes and even later on you will miss a hero in one machine. This strategy is very expensive and doesn’t result in too much campaign progress. Only really feasible for heavy payers. Even in PvP it gets beaten by enough strategies since the individual machines are way lower than in other strategies. F2P-Arena-build: More of a cheesy strategy for alts on other servers, but it works...but only if you completely starve your ptree, this strategy isn't really combineable with putting tokens elsewhere. Step 1: Go to 28 with your 1st DD, but only put blueprints in damage. Step 2: Don't draw Earthshatterer. Step 3: Go basically solo tank until your Goliath/Fortress reaches level 103. Step 4: Save upgrades towards 125 (if you got some WM artifacts) or 130 (when you want to be save) Step 5: push tank and DD to that level in 1 go and get your 155 stars. Step 6: Now level your 2nd DD until you get components on the other machines again. Step 7: Before you reach engineer level 30 save towards 190 stars. When you started the server on day 1, this strategy should be enough to get top 14 (obviously after reaching step 5) so you could grap p1 if that server does share & care. Strategies for payers: (disclaimer: not tested) I would assume that a strategy with 3 or 4 machines should be enough even for bigger payers, rather go for higher machines than for more machines. On one hand the engineer level pushes all machines, but in the end one machine level up equals one engineer level up, so even for a payer it should be more effective to level up not too many machines, rather pay to decrease the time where the main machines don’t get components. Engineer It’s a bit counterintuitive but in most strategies you want to have your engineer as low as possible. The reason for that is the way the distribution of materials work. Every time you get a new machine that new one will get most of the materials until you could possibly upgrade the machine to the same level as your other machines. But you can use these breaks to upgrade the personal guild tree. Later on the level of the engineer hinders your progress to new level ups of your machines because more and more machines get components you don’t even use, which means less components per daily cycle for the machines you use. This is the punishing part when you start to change strategies. Every time when a new machine is drawn, some players are tempted to push this machine. After months this only leads faster to the point where the next machine is drawn, it’s a vicious circle. Sometimes it can be advised to save components for the machine(s) to achieve a milestone in the campaign (primarily new liberation missions) before a new machine arrives. Personal tree vs War machines In general the bonuses from the warfront campaign are more cost effective, since you double up gold income and attributes every 5 stars. But you don’t want to ignore the tree entirely since the bonuses are calculated multiplicatively and especially the bonus for battlecry is pushed most effectively when you increase in campaign and tree. In general you will most likely use the breaks after a new machine arrives to get ahead in the tree again. In the solo strategies those will be bigger breaks but less often, because your machine will always be higher already when you hit a new machine compared to people with multiple machines that are raised equally. Now and then you even will be able to do some upgrades parallel to leveling your machine(s), this obviously happens more often the fewer machines you level up. It’s hard to calculate completely, but our assumptions are that for a long time a tree right above 30 or 40 is definitely enough. From 190 stars on the 50s region and further the tree could be cost-effective enough again to do some progress there. (Because of new missions it could be a little higher than 190). Practical data: For orientation real data, on high activity you can reach 135 stars on Solo DD while you personal tree hits level 40. Buying chests at the Exotic merchant From character level 65 on you can buy chests at the exotic merchant (3rd tab). There is no point in buying any packages below 5000 emblems of valor. Before reaching 100 stars in the campaign ‘only’ golden chests can be bought to provide a good extra income in components and early on help out with the jewels as well, especially because you usually get gold chests there first before getting some in the campaign. While progressing towards 100 stars some people start to save up emblems to buy a lot of diamond chests once 100 stars are reached. In the end it is a gamble, most people will look at the chance for legendary seals of power, if you hit the ‘right’ seals it is a great benefit, but you also could ‘miss’ a lot. Missing refers to getting a seal for a jewel that isn’t epic yet or for the heroes you don’t use in the crew of your main machines or if just get seals for runes (boosting HP) in a machine focused on damage. I for sure would advise against saving up before hitting 80 stars, since you would hinder your progress too much. It is better to save on a strategy that uses 2+ machines, since you use more heroes and the chance to hit their jewels gets bigger. Dungeon / Transmuting Jewel chests You will unlock the first dungeon at 70 stars.You get a new resource (Elixir of life) which you only could use, but shouldn’t, for a very long time. It is used to transmute jewel chests into a better one. The downside is that in the recipes you would use, you give up 2 or 3 chests to get just 1 better chest. You would end up with way less components and also less ethereal shards most likely just to have one higher guaranteed jewel. So the hard truth is you ‘have’ to stockpile them until you hit a high star count. From patch 7.0 on I would advise to even save them until you can transmute opal to emerald chests, since the increase in ressources for that transmutation is way bigger. Tavern Cards Since patch 5.1.1 you also get sacred cards for war machines. You cannot influence which cards you get. This is an additional argument to spend Gems in the tavern. One card-level for a machine has the same value as one level up of the machine itself (5%). Buying resources for tokens In the guild shop you can buy jewel chests, blueprints and elixir of life for expedition tokens. Buying elixir of life is pointless when you just stockpile it anyways. The jewel chests aren’t cost effective for f2p players, rather spend the tokens in the tree. As a money spending player it could be useful to get over breaks by buying chests. You should focus on the special offers from the goblin zeppelin which includes jewels chests (depending on your campaign progress, diamond at 100+ stars, 145+ star for opal, 190+ for emerald), this one appears every 7 days. The blueprints can be worth it in some cases since you also get a milestone bonus, but it's a close call if an upgrade in the tree is more cost effective, definitely don’t buy them before you are at 100+ stars. Mostly you would use it to get to a campaign milestone where you miss the power requirement. For paying players it could be a useful option, but again you get some from the offers as well. Later on you can buy elixir of life to transmute opal to emerald, that's more efficient from cost to components. But still only a thing for accounts hardcore focused on WMs. Crew At this topic there are no very simple answers, since your jewel rarity will split up differently, especially once you hit diamond chests and legendary jewels. For general understanding, every hero boosts the stats of the machine he is sitting in corresponding to the jewels he got equipped. The numeric values can be looked up in the crew bonus tab in the hall of heroes. Besides the effect of the corresponding jewels added up (e.g. for damage you have to add the effect of ankh, talisman and necklace) there is a specialization bonus depending on the hero's specialization. Damage heroes give a bigger damage bonus, healer heroes more HP and tank heroes more armor. As a rule of thumb in strategies with more than 1 machine you would want to push your strengths. So in DD-machines and healer-machines you want to put your DD-heroes. In Goliath you would want to put healers-heroes 1st (they give HP -> his special gets more value), in Fortress you want to put tank-heroes 1st (his strength is his armor). In the strategies with only 1 machine you want to work on your weaknesses so in Solo-DD it can be useful to have at least one or two healer heroes in your main machine, as Solo-Tank you will most likely just have damage heroes as crew. For every crewmember you should focus on upgrading those jewels where you push the blueprints of the machine since everything gets multiplied. For example you play Tank & DD and look at a damage hero in your DD-machine there is not much of a point to upgrade the idol or the trinket since your armor value is low anyway, you only would make the value a little less lower but still low. Engineer Level 30 / 5th crew slotIf you play a strategy with 2 or 3 main machines, you may reach the point where you wonder if you should push for the last crew slot. Tests show that you can gain about two stars per difficulty (if you aren't at a wall right now). So you should plan it with the next wall ahead in mind. For arena you should fill your big machines and split the rest of the heroes (before the game reaches 25 heroes) evenly across the lower machines.Don't look too hard at the change of arena power, since it's just not a good measuremnt of your real strength in arena. Saving vs pushing (Solo DD) When you went through cleanly your DD will be level 72 right before you would unlock the 4th machine. At this point you should have reached 80 stars (if not only a few jewel upgrades should be missing).When you save up for 321 upgrades now, you can instantly push your machine to level 105 and get 110 stars and fill up the new machine afterwards. [WM Artifacts might lower the level you need.] This will be about 6 weeks faster then just going over the engineer level and do a steady progress. In theory you should probably save from level 130 to 190 stars if you already were able to do 155 stars because you drew some artifacts that helped your WM stats. Road to 155 stars and beyond (190 stars nowadays) As mentioned above the fastest way to 155 stars is a solo level 135 machine. [Or less due to WM artifacts] The solo-DD variant has several milestones were it works out better as solo-Tank especially because of the engineer level. For example as the last step to level 135, when you want to stay on 4 machines, the solo-DD can have the DD on level 130 and the rest on level 1, while the solo-Tank had to put 27 level ups elsewhere, so you basically have to save materials for over 30 level ups. There are many points where you might have the feeling that you have to push another machine now, but the 2 Tank & DD strategies always close up when you get a new machine but will fall back as well when they hit a new one, which happens more often long-term obviously. I would estimate that Tank & DD is a more than 1 month slower to 155, but at least it can progress after that instantly. After you hit the daily opal chest you really feel the bigger amount of possible upgrades per day. Strategies with 2 machines can still keep up with the tokens needed but as long as you make campaign progress (e.g. from 155 to 170 stars) you will barely generate enough tokens from your daily expeditions and won’t generate a surplus nearly as fast as before. Strategies with 3 machines will barely fall short of tokens now, if you aren’t investing money. Patch 7.0 addition: The big goal is 190 stars now of course, the emerald chest is far superior and you daily income does another nice jump. Additions This guide was written by Yakinthos and can also be found on Google Docs: https://docs.google.com/document/d/1gniqLi6bsL3us2lSY2KghRQ-2beAcHGo3tMpfqxuR-U Material Calculator and PvE/PvP-Simulator: https://fs.volcanoverse.net/

--
--

Der Fokus liegt auf der Strategie für neue Spieler, da ein späteres wechseln der Taktik durch ein paar Mechaniken bestraft wird. Ich habe verschiedene Strategien und Kombinationen auf verschiedenen Accounts intensiv getestet. Der Guide wird regelmäßig mit Daten aus Accounts mit verschiedenen Setups erweitert). Des Weiteren ist der Guide primär auf PvE (also die Kriegsfront-Kampagne) fokussiert und weniger auf PvP (Arena der Könige), wozu es nur ein paar Randnotizen geben wird. Die Grundversion des Guides basierte auf Version 5.3.0b des Spiels und wurde ein paar Versionen später mit mehr Erfahrung aus dem Bereich hinter 155 Sternen noch erweitert. english version: https://steamcommunity.com/sharedfiles/filedetails/?id=2788787049 Erster Eindruck zu Version 7.6. Die Seltenheit ist nun ein wichtiger Faktor, daher sieht es so aus als wäre es eine gute Idee alle Maschinen auf Level 10 zu bringen bei älteren Accounts. Auch ist es wohl durchaus denkbar, dass es für den kurzfristigen Effekt lohnt sich Werkzeuge mittels Expeditionsabzeichen zu kaufen, da das Preis-/Leistungsverhältnis im Shop dafür recht gut ist. Danach wird man vermutlich einfach seine alte Strategie fortsetzen bis man dann irgendwann langsam die maximale Seltenheit auf der/den Hauptmaschine(n) erreicht hat. Bei neueren Accounts wird vermutlich Solo-Tank nun die beste Starttaktik sein, mindestens die erste Maschine bringt man auf Level 10 ggf auch die ersten beiden und dann öffnet man genug Truhen bis der Tank freigeschaltet wird. Die Maschinen die man erhält Als erstes erhält man eine Schadensmaschine (auch gern mit DD abgekürzt) aus 4 möglichen Maschinen. mit Ingenieurslevel 2 (wenn die 1. Maschine Level 7 erreicht) erhält man einen 2. DD aus den selben 4 Maschinen (bzw. logischerweise den restliche 3). Bei Ingenieurslevel 5 erhält man dann 1 von 3 Tank-Maschinen. Als nächstes gibt es mit Ingenieurslevel 10 wieder einen DD, diesmal jedoch aus 3 Maschinen die Schaden gegen mehrere Ziele machen (auch AoE genannt). Als letztes gibt es bei Ingenieurslevel 15 dann eine Heiler-Maschine. Bei weitere Meilensteinen des Ingenieurs (Level 20, 30 etc) gibt es dann zufällig irgendeine der Maschinen die man bisher noch nicht hat ohne auf einen gewissen Typ festgelegt zu sein. Basisstrategien Für Spieler die kein oder wenig Geld investieren wollen gibt es primär 3 angebrachte Strategien: Solo-DD, Tank & DD, Solo-Tank. Bei sehr hoher Aktivität lassen sich auch Taktiken mit 3 Maschinen unterstützen, dann bleiben aber wirklich gar keine Expeditionsabzeichen mehr für den persönlichen Gildenbaum über. Solo-DDDie Grundidee ist sehr einfach, man fokussiert sich einzig auf seine 1. Maschine und ignoriert alle anderen. Es gibt zwar immer mal Diskussionen, ob man nicht aus den 1. beiden eine auswählen sollte, aber alle Expeditionsabzeichen die in andere Maschinen gesteckt wurden können sich später rächen, da dann an gewissen Punkten das Ingenieurslevel zu hoch ist. Die Solostrategien lassen mehr Spielraum für den persönlichen Gildenbaum, da man in Relation zu anderen Strategien weniger Abzeichen für den selben Fortschritt in der Kampagne braucht. Entwürfe werden auf allen Attributen angewendet mit Priorität auf Schaden. Es ist die schnellste Strategie um 155 Sterne ohne Echtgeldeinsatz zu erreichen (8 ½ Monate sind definitiv möglich). Wenn man alle andere Maschinen auf Level 1 gelassen hat, kann man Level 130 erreicht bevor die 5. Maschine kommt, damit sollte man 145 Sterne erreichen und dann in der Lage sein Opaltruhen zu transmutieren als auch in den wöchentlichen Quests Opaltruhen zu erhalten. Von dort muss man dann nur noch 5 Level ansparen um 135 zu erreichen, das Level reicht um 155 Sterne zu erreichen, sofern man seine ätherischen Splitter nicht zu breit über seine Helden verteilt hat. Nachteil der Strategie ist die Schwäche im PvP, da man von vielen anderen Aufstellungen geschlagen wird. Zum einen wird man nicht so hohe Maximalränge erreichen, zum anderen muss man damit Leben jeden Tag einige Ränge runtergeworfen zu werden, die man sich dann zurückarbeiten muss. Tank & DDMan nimmt sich einen der 1. beiden Maschinen für Schaden und die 3. Maschine als Tank. Eigentlich sollte man diese Strategie nur versuchen, wenn man Goliath oder Fortress erhalten hat. Wenn man das Pech hatte und Earthshatter gezogen hat, sollte man sich überlegen, ob man nicht doch besser Solo-DD spielt, da die Strategie merklich schlechter wird mit ihm. Entwürfe werden entsprechend dem Fokus der Maschine vergeben, Gesundheit & Rüstung beim Tank während man beim DD den Schaden steigert. Ähnlich wie bei der Solo-DD Strategie kann es vorteilhaft sein einfach prinzipiell die 1. Maschine als DD zu nehmen. Die Unterschiede zwischen den 4 Maschinen sind eher marginal und werden leicht überschätzt. Letztlich hat man mit dieser Strategie weniger Fortschritt im persönlichen Gildenbaum, aber ist deutlich stabiler im PvP und kann mehr Aufstellungen schlagen als Solo-DD. Solo-TankMag etwas seltsam klingen, aber funktioniert im Endeffekt ähnlich zu Solo-DD, man geht es nur von der anderen Seite aus an. Während es bei Solo-DD darum geht wie lange man überlebt, wird man bei Solo-Tank sehr gut überleben aber der Kampf kann in Runde 20 landen (gleichbedeutend mit einer Niederlage), da man zu wenig Schaden ausgeteilt hat. Der Vorteil ist das ein Tank mehr Macht generiert und man damit dann leicht die Machtanforderungen erfüllt, der Nachteil ist natürlich, dass man zunächst erstmal bis zum Tank kommen muss und bereits einige Level auf anderen Maschinen hat, die man dann nicht mehr wirklich einsetzt. Auch in dieser Strategie hat Earthshatter leider das Nachsehen, aber falls man aus irgendeinem Grund unbedingt mit Earthshatter spielen will, ist dies vermutlich noch die beste Strategie mit ihm, jedoch sind Goliath und Fortress auch hier zu bevorzugen. Im PvP kann die Taktik zwar sehr nervig für gegnerische Angreifer sein und ist daher etwas stabiler vom Rang. Leider gilt diese Stabilität des Rangs auch in die Gegenrichtung und wenn man dann doch weiter nach unten befördert wurde, tut man sich schwer damit sich wieder zurück zu kämpfen, da einfach viele Kämpfe in die 20. Runde gehen. Aufstellungen mit vielen hohen DDs sind natürlich zu vermeiden, denn dann geht der Kampf nicht bis Runde 20, sondern man verliert auf die klassische Art. Andere StrategienTank & doppelter DD: In der Regel nimmt man die 1. beiden DD die man erhält, einzig Judgement könnte später reizvoll sein, da er den höchsten Basisschaden hat. Die Grundidee ist weiterhin einen expliziten Tank zu haben (auch hier gilt wieder, das sollte bitte Goliath oder Fortress sein), aber die gegnerischen Maschinen möglichst schnell zu zerstören. Strategien mit 3 Maschinen sind nur empfehlenswert für entweder sehr aktive Spieler oder für Spieler die Geld investieren. Ohne Geldinvestitionen kann man zumindest bis 155 Sterne so grade mit den Expeditionsabzeichen in Relationen zu den Komponenten mithalten, allerdings bleibt dann wirklich gar nichts mehr für den persönlichen Gildenbaum über. Auch ist zu beachten, dass man zunächst erst mit Tank & DD beginnen sollte, denn solange Maschinen nicht voll besetzt sind, sind sie merklich schwächer. Daher kann die Strategie erst mit 12 Helden ihr Potential voll entfalten. Tank & DD & Heiler: Da der Heiler erst die 5. Maschine ist, sollte man zu dem Punkt in der Regel bereits 12 Helden haben. Bzgl. der Kosten sind bei dieser Strategie natürlich die gleichen Dinge zu beachten wie bei Tank & doppelter DD. Verglichen mit anderen Strategien wird man in der PvE-Kampagne langsamer abschneiden, im PvP ist diese Strategie stabiler in der Rangliste, kann jedoch ähnlich wie z.B. Solo-Tank auch gerne mal in der 20. Runde landen. In der Verteidigung gut, im Angriff kann sich das als nervig erweisen. Bei dieser Strategie ist tatsächlich Fortress der beste Tank, da die Heilung mehr wert ist durch den geringeren Schaden den er nimmt. Entwürfe sind wie folgt zu verteilen: Tank HP& Armor, sowohl DD als auch Heiler brauchen Schaden. Falls weitere Blaupausen übrig sind erhöht man den Schaden vom Tank. 5 Maschinen: Bei neuen Spielern ergibt sich hier ein Mangel an Helden. Außerdem ist diese Strategie sehr kostenintensiv ohne zu besonders schnellem Kampagnenfortschritt zu führen. Eigentlich allerhöchstens für Spieler mit hohem Geldeinsatz denkbar. Selbst im PvP werden Aufstellungen mit 5 gleichmäßig gelevelten Maschinen von einigen anderen Aufstellungen geschlagen, da die einzelnen Maschinen niedriger sind als die Maschinen anderer Strategien. Strategien für Zahler: (Hinweis: nicht getestet) Ich würde annehmen, dass eine Strategie mit 3 oder 4 Maschinen auch bei großem Geldeinsatz hinreichend sein sollte, da es mehr Sinn macht auf hochlevelige Maschinen zu gehen als auf viele Maschinen. Einerseits steigert das Ingenieurslevel zwar alle Maschinen, aber anderseits gleicht ein Maschinenlevel ja auch ein Ingenieurslevel aus und bringt einem dem Einsatz von Entwürfen näher. Daher sollte es auch für Zahler effektiver sein nicht zu viele Maschinen zu steigern, sondern dann eher zu bezahlen um die Zeiten zu verkürzen in denen die Hauptmaschinen grade keine Komponenten erhalten. Ingenieur Es ist ein wenig unintuitiv, aber in den meisten Strategien möchte man seinen Ingenieur tatsächlich so niedrig wie möglich halten. Der Grund dafür ist die Verteilung der Komponenten. Immer wenn man eine neue Maschine erhält, bekommt die eine Zeit lang nahezu alle Komponenten, bis sie fast genug Komponenten hat um theoretisch auf das gleiche Level gebracht zu werden wie die anderen Maschinen. In diesen Pausen kann man sich z.B. dem persönlichen Gildenbaum zuwenden. Später behindert das Ingenieurslevel dabei die bisherigen Maschinen zu steigern, da die Komponenten auf immer mehr Maschinen verteilt werden und jede einzelne Maschine weniger Komponenten pro Tag erhält, dies wird auch nicht komplett durch neue Befreiungsmissionen aufgefangen. Dies ist auch der Teil, wo es sich wie eine Bestrafung anfühlt falls man die Strategie wechselt, denn oft heißt dass das man eine bereits gesteigerte Maschine nun beiseitelässt, ihr Einfluss auf das Ingenieurslevel bleibt aber natürlich erhalten. Jedes Mal wenn man eine neue Maschine erhält sind einige Spieler verlockt diese nun zu steigern, jedoch führt dies längerfristig nur dazu, dass man auch wieder noch schnell bei noch einer weiteren Maschine ankommt, also quasi ein Teufelskreis. Manchmal kann es ratsam sein Komponenten anzusparen für seine Hauptmaschinen um einen neuen Meilenstein in der Kampagne zu erreichen (primär für neue Befreiungsmissionen) bevor man eine neue Maschine freischaltet. Persönlicher Baum oder Kriegsmaschinen? Im Allgemeinen sind die Boni aus der Kriegsfront-Kampagne kosteneffektiver, da man alle 5 Sterne dort das Goldeinkommen und die Attribute verdoppelt. Man möchte den Gildenbaum jedoch auch nicht komplett ignorieren, da die meisten Boni multiplikativ funktionieren, speziell der Bonus für den Schlachtruf lässt sich am besten steigern, wenn man beide Faktoren ein wenig kombiniert. In der Regel nutzt man vor allem die Pausen nachdem eine neue Maschine freigeschaltet wurde und man darauf warten wieder Komponenten auf seinen Hauptmaschinen zu erhalten, je weniger Maschinen man aufwertet desto regelmäßiger bleiben aber auch Abzeichen über die in den Baum gesteckt werden können, selbst in den Phasen wo man seine Wunschmaschine noch steigern kann. Diese Pausen sind in den Solostrategien etwas größer (da man schon ein höheres Level auf der höchsten Maschine hat), dafür aber gleichzeitig auch seltener. Da es schwer genau zu berechnen ist, haben wir es nie präzise durchkalkuliert. Aber wir nehmen an, dass es für eine lange Zeit ausreicht, wenn man seinen Baum im 30er oder 40er Bereich hat. Ein Baum Level in den 50ern oder noch höher ist vermutlich erst bei 190 Sternen und mehr ratsam, dort lässt dann die Geschwindigkeit des Fortschritt in der Kampagne deutlich nach trotz steigender Kosten. Praxiswert: Zur Orientierung mal ein Wert aus der Praxis, man kann mit Solo DD bei 135 Sternen den persönlichem Baum auf 40 erreichen bei hoher Aktivität. Truhen kaufen beim exotischen Händler Ab Charakter Level 65 kann man Truhen kaufen beim exotischen Händler (3. Reiter). Es gibt keinen Grund eins der Pakete für weniger als 5000 Embleme des Mutes zu kaufen. Bevor man 100 Sterne erreicht in der Kampagne können „nur“ goldene Truhen gekauft werden, auch diese bringen ein gutes Zusatzeinkommen an Komponenten. Außerdem helfen sie auch mit den Juwelen der Helden anfangs, da man dort in der Regel als erstes Goldtruhen erhält, bevor man sie als Belohnung in der Kampagne erhält. Während man auf dem Weg zu 100 Sternen ist beginnen einige Spieler Embleme anzusparen um viele Diamanttruhen zu kaufen, sobald die 100 Sterne erreicht sind. Primär wird dabei auf die legendären Siegel für die Juwelen geschielt, letztlich ist dies aber eher eine Spekulation. Entweder hat man Glück und die Siegel treffen die „richtigen“ Juwelen oder man zieht eher Siegel die sich wie „Nieten“ anfühlen. Denn letztlich wünscht man sich Siegel die zum einen für Juwelen sind die auch bereits episch sind, zum anderen wenn sie für Helden sind die man nicht in der Besatzung hat bzw. Juwelen auf Helden die man nicht wirklich nutzt (Rüstungsjuwel bei der Besatzung eines DD). Ich rate davon ab vor 80 Sternen mit dem Sparen anzufangen, da man sonst seinen eigenen Fortschritt viel zu sehr ausbremst. So sehr, dass dies auch mit viele Treffern nicht mehr aufgeholt wird. Außerdem ist es auch eher zu empfehlen bei Strategien mit 2 oder mehr Maschinen, da man dort mehr Helden nutzt und am Ende weniger Juwelen als „Nieten“ gelten. Dungeon / Juwelentruhen transmutieren Mit 70 Sternen schaltet man den 1. Dungeon frei. Man erhält eine neue Ressource (Lebenselixier), die man für eine lange Zeit noch nicht nutzen sollte. Denn der generelle Gedanke ist niederwertige Truhen in höherwertige zu verwandeln. Der Haken bei den meisten der Rezepte ist jedoch das man 2 bzw. gar 3 Truhen opfern muss für nur 1 bessere Truhe. Daher würde man einen Verlust an Komponenten und auch ätherischen Splittern machen nur um eine Garantie auf ein Juwel höherer Seltenheit zu erhalten. Daher ist die bittere Wahrheit, dass man das Lebenselixier stapeln „muss“ bis man 145 Sterne erreicht hat. Seit Version 7 ist vermutlich sogar wohl dazu anzuraten alles Lebenselixier bis 190 Sterne aufzuheben, denn vor allem der Sprung bei der Menge des Material steigt deutlich. Auf dem Weg zur Zielmarke sollte man auch keine Truhen aufsparen. Diese würde nur das Erreichen des Ziel verzögern und bei den letzten Missionen erhält man sowieso noch ein paar Truhen die man dann transmutieren kann, der Rest wird dann über die täglichen Befreiungsmissionen abgewickelt. Tavernenkarten Seit Patch 5.1.1 erhält man ebenfalls geweihte Karten für Kriegsmaschinen. Man kann nicht beeinflussen welche Karten man erhält. Jedoch könnte man dies als weiteres Argument sehen Juwelen in der Taverne auszugeben. Ein Kartenlevel für eine Maschinen hat den selben Wert wie ein Level up auf der Maschine selbst (5%). Ressourcen kaufen für Expeditionsabzeichen Im Gildenshop kann man Juwelentruhen, Entwürfe und Lebenselixier für Expeditionsabzeichen kaufen. Lebenselixier kaufen dürfte für nahezu niemanden sinnvoll sein, speziell nicht für die Spieler die es bisher nur stapeln. Die Juwelentruhen sind nicht kosteneffizient für Nicht-Zahler, da sind selbst Abzeichen im Baum sinniger. Als Zahler könnte es nützlich sein, speziell um die Pausen bei einer neuen Maschine zu überbrücken, jedoch sollte man sich immer zuerst auf die Spezialangebote aus dem Zeppelin fokussieren, die ebenfalls Juwelentruhen je nach Kampagnenfortschritt enthalten (ab 100 Sternen Diamanttruhen, ab 145 Sternen Opaltruhen), er erscheint alle 7 Tage. Die Entwürfe dagegen können durchaus sinnvoll sein, da sie helfen mehr Macht zu erlangen und nebenbei auch noch den Meilensteinbonus der Kriegsmaschine erhöhen. Hier ist es von der Konsteneffizienz her knapp zwischen Entwürfen und Aufwertungen im Gildenbaum. In der Regel wird dies aber auch erst ab 100+ Sternen interessant und logischerweise auch nur bei Strategien mit mehreren Maschinen. Für Bezahler gilt auch hier, dass man Entwürfe bei den Sonderangeboten kriegen kann. Besatzung / „Trupp“ Bei diesem Thema gibt es keine ganz einfachen Antworten, da die Seltenheit der Juwelen sich bei jedem Spieler anders verteilen wird, speziell wenn man dann Diamant- und/oder Opaltruhen erreicht hat. Zum generellen Verständnis: Jeder Held erhöht die Eigenschaften der Maschine in die er gesetzt wurde entsprechend den Juwelen die er ausgerüstet hat. Die numerischen Werte können im Reiter Besatzungsbonus in der Halle der Helden. Neben dem addierten Effekt der jeweils passenden Juwelen (z.B. für Schaden muss der Wert von Ankh, Talisman und Halskette addieren) gibt es einen Spezialisierungsbonus, der auf der Spezialisierung des Helden basiert. Schadenshelden geben mehr Schaden, Heilerhelden geben mehr Leben und Tankhelden geben mehr Rüstung. Als Faustregel kann man sagen, dass Strategien mit mehr als einer Maschine ihre Stärken verbessern wollen. Also in DD-Maschinen und Heilermaschinen Schadenshelden (der Heilungswert funktioniert über Schaden). In einem Goliath möchte man primär Leben steigern ergo Heilerhelden (damit seine Fähigkeit stärker wird), in einem Fortress eher Tankhelden da seine Stärke die Rüstung ist. In Strategien mit nur 1 Maschine möchte man an seinen Schwächen arbeiten. In Solo-DD achtet man zwar immer auf die Anzahl der Treffer die man benötigt aber es kann auch nützlich sein mal 1-2 Heiler in der Besatzung zu haben. In Solo-Tank geht es darum die Gegner überhaupt platt zu kriegen, daher geht es bei der Besatzung primär um Schaden. Bei jedem Besatzungsmitglied sollte man vor allem die Juwelen steigern, wo man in der entsprechenden Maschine auch Entwürfe verwendet, da am Ende ja alles miteinander multipliziert wird. Wenn man beispielsweise Tank & DD spielt und man einen Schadenshelden betrachtet der im DD sitzt, macht es wenig Sinn das Idol oder den Anhänger zu steigern, da der Rüstungswert sowieso niedrig ist und man nur dafür sorgen würde, dass er nicht ganz so niedrig ist. Ingenieurslevel 30 / 5. BesatzungsmitgliedWenn man eine Strategie mit 2 oder 3 Hauptmaschinen fährt, kommt man irgendwann möglicherweise an den Punkt, an dem man sich fragt, ob man nun auf das weiter Besatzungsmitglied hinarbeiten sollte. Tests haben gezeigt, dass man ca. 2 Sterne pro Schwierigkeitsgrad zusätzlich erreichen kann (natürlich nur wenn man nicht grade an einer Mauer ist). Bzgl. Arena macht es Sinn seine Hauptmaschinen voll zu besetzen und die restlichen Helden gleichmäßig auf die kleinen Maschinen zu verteilen. Man sollte sich auch nicht von der Zahl bei der Arenamacht beirren lassen, da diese nur mäßig aussagekräftig ist. Sparen oder nicht (Solo DD) Wenn man es sauber durchgezogen hat, ist der DD irgendwann bei Level 72 bevor man eine 4. Maschine freischaltet. Zu diesem Zeitpunkt sollte man auch 80 Sterne erreicht haben (falls nicht sollten eigentlich nur ein paar Juwelenaufwertungen fehlen). Wenn man nun 321 Upgrades auf dem DD erspart, kann man diesen direkt auf Level 105 bringen und damit 110 Sterne erreichen und die neue Maschine erst danach mit Material voll sammeln. Das Ganze ist ungefähr 6 Wochen schneller als wenn man sich für den kontinuierlicheren Prozess entscheidet. Der Weg zu 155 Sternen und weiter Wie oben erwähnt ist der schnellste Weg zu 155 Sternen ist eine Maschine auf Level 135 zu bringen. Die Solo-DD Variante hat einige Meilensteine wo sich das besser ausgeht aufgrund des Ingenieurslevels. Z.B. beim letzten Schritt zu Level 135, bei dem man noch sparen möchte während man noch bei 4 Maschinen ist. An diesem Punkt kann der Solo-DD Level 130 sein und alle anderen Maschinen Level 1, während der Solo-Tank 27 Level auf anderen Maschinen haben musste und daher bei Level 103 anfangen müsste zu sparen und daher dann Komponenten für über 30 Level sparen müsste. Es gibt viele Punkte an dem man das Gefühl bekommt, dass man jetzt doch eine weiter Maschine hochziehen müsste, aber Strategien wie Tank & DD kommen immer nah ran, wenn der Solo-DD grade eine neue Maschine hat, doch bald kriegen sie dann auch eine neue Maschine und dann zieht Solo-DD wieder weg und langfristig passiert dies öfter je mehr Maschinen man steigert. Tank & DD braucht locker 1-2 Monate länger zu 155 Sternen. Nachdem man die täglich Opaltruhe erreicht hat, bemerkt man dann wirklich die größere Menge an möglichen Aufwertungen die man pro Tag tätigen kann. Strategien mit 2 Maschinen sollten mit den Expeditionsabzeichen noch so grad hinterherkommen. allerdings wird man merklich weniger Überschuss generieren solang man in der Kampagne Fortschritt macht (z.B. 155 bis 170 Sterne). Strategien mit 3 Maschinen werden jetzt einen Mangel an Abzeichen bekommen, sofern nicht bezahlt wird. Simulator Es gibt ein paar Tools mit dem man sich einige bzgl. der Maschinen berechnen lassen kann. Hierbei ist zu beachten, dass man die Werte der einzelnen Maschinen von dem Punkt nimmt an dem man die Besatzung hinzufügt. Man kann das vorankommen in der Kampagne mit konkreten Chancen simulieren. (Hier ist es auch möglich für zukünftige Level zu schauen)[fs.volcanoverse.net] Falls man Daten von anderen Spielern hat, kann man Arena-Kämpfe simulieren.[fs.volcanoverse.net] Man kann sich errechnen lassen wie viele Komponenten nötig sind um ein gewisses Level zu erreichen.[fs.volcanoverse.net] Zuletzt kann man sich berechnen lassen, welcher Held in welche Maschine gesetzt werden sollte (hier ist eine sehr ausführliche Eingabe nötig).[fs.volcanoverse.net]

--
--

第五赛季 - 收购公司今日开启! 完成新任务收集战利品! 使用以下代码解锁吉姆·暗魔法以及他的一张稀有闪光装备卡! 2PNC-P9HJ-DKJ2

--
--
--
--
--
--
--
--
--
--

Just a rough draft on my guide to fast levelling and what to do with each currency in game. Introduction NOTICE: The developers have constantly spread lies and attacked while implementing greedy updates to scam more money out of players. I will try to keep this updated but please be warned that when you play this game they will likely stop supporting your server eventually, meaning your guild will die and no new players will join. They do this so you can start again on the new server and pay more money because the new servers get new updates like events while other servers die. I'm also looking for other knowledgeable players to join as an editor and potentially take charge of this guide in the future, as I wish to stop playing soon. ===================================================================== This guide assumes you are an active (or at least semi-active) player. This is a rough draft and tells you the best way to spend the different currencies and play most efficiently to level up and progress fast. Refer back to this guide with this URL: tinyurl dot com/fire-guide ===== UPDATES ===== 5 Oct: Added a warning about players not getting any gold/beers/meteors when offline farming and a helpful workaround to this common issue. It should work most times, but maybe not always until devs fix it. 11 Aug: Updated Gems section giving info for higher level players. Updated Climbing Back section for best heroes on climbing back to max quickly with heroes up to Ina, with options for players before Luana unlock. ===== To anyone saying why I made this guide when one already exists, the original was great but out-of-date. This isn't a "cheap copy" of the reworked one, I completed this guide before the reworked Verkaede one and the original had a lot of missing info such as: 1. Difference between farming online vs offline 2. Not as much details on talents 3. Not as much detail on meteorite research 4. Not as much detail on firestone research and out of date info 5. Nothing about training guardian twice per day 6. No simple gear order priority for newbiess 7. Not as much detail on Exotic Tree upgrades 8. Nothing on Golden Keys 9. Nothing on Guild stuff like guild tree or personal tree 10. Best time to prestige 11. Nothing about Amulets 12. Out of date hero info 13. Not as much info on guilds 14. No info on climbing back to max stage faster and different/situational builds Best Build, Party Composition and Farming Glass cannon all the way. Damage > HP, Armor is useless. Dying yet 1-shotting at higher stages is better than not dying and farming lower stages. Each stage grants +25% gold from enemies killed. At the start, your build should be: Solaine (Leader) | Burt > Talia/Boris. Heroes at the back get hit less times. As you progress, put the heroes who do the least damage at the front and the highest damage ones at the pack. If your strongest two heroes have similar damage and one of them is Solaine, put her at the back as her abilities are better for now. Once you unlock Benedictus, he will be the weakest hero for a while, but you will have 5 slots so you don't need to replace anyone. I recommend putting him in the front to absorb hits as he won't do much damage, if someone else is stronger, put them at the front instead. Benedictus sucks because his abilities (healing) is useless. Once you unlock Muriel, replace him with her, unless he is stronger than another hero, then replace that hero with Muriel. Even if Muriel does less damage at the start due to not enough gear/cards from tavern, she helps your party a lot (especially when you're online) as she can boost your whole parties attack speed. Depending on your guild tree and artifacts, the hero you make "Leader" might do reduced damage. If this is the case, put the weakest hero in your party (which should be at the front) as leader. If this is not the case, and your leader does bonus damage, then make it your highest damage hero (which should be at the back) or one of your other strong heroes if you want to use their specific abilities. You can also have another build for climbing back after a prestige (explained in more detail in the Prestige section below) which is mostly comprised of AoE and fast-hitting heroes. TIP: Profile XP is basically gold gained. So you get more XP towards max stage and zero at low stage after prestiging. How to farm gold online: Go to the highest stages where all (or most) of your heroes can 1-shot the enemy, even if they die. How to farm gold offline: Go to the stage where your total dps (bottom left) = enemy total wave hp. This is because the game calculates earnings differently offline, your heroes don't die and your heroes DPS is added together. This way can be a faster way to farm gold, just make sure to login every now and then for the meteorite buff and to do your upgrades. WARNING: If you log in to see no gold/beer/meteors gained from offline (and/or map missions stuck on same time), this is an old bug usually due to server issues and the way the game saves and tries to connect. If this happens, DO NOT save you will lose all progress from since you last logged in. Exit IMMEDIATELY via Alt+F4 before the autosave timer arrives. The developers will not compensate you and this can happen often! Many players have lost days of progress, including myself from this bug multiple times. I also recommend posting about this on the forums and to the devs so they might do something about it in the coming years. BONUS: The logos in chat just tell you what platform they're playing from. Blue/White Circle = Steam, Red/White K = Kongregate, Purple K = Kartridge, Red/White Squiggly 2 = R2 Games, Black Shield = Armor Games. Talents For your talents, first level up the right side and then put the rest in the 2nd last row and Trainer Skills. This is how your entire talent journey should play out: First max out Day Watch. If you need more points to continue to the next row, put a few points into Team Bonus. Then max out Night Watch. Put a few points into Trainer Skills to unlock the next row if you need. Put one point into Leader - Auto Abilities, and then put more points back into Trainer Skills to unlock the next row. When you have unlocked the 2nd last row, unlock Party - Auto Abilities. Then max out Librarian, Expeditioner and Mysterious Rock. Then max out Trainer Skills skills. After that, you can max out the rest of the talents in this order: Team Bonus, Leadership, Dodge, Weaklings, Expose Weakness and finally Ancient Knowledge. Gems, Dragon Blood and Alchemy Save 2,000 Gems for Amulet of Knowledge and then save the rest for dragon blood or tavern draws at higher levels. Amulet of Knowledge saves you a lot of time in the long-term, however amulets only work when you're online so only take it if you're an active player. Just note that you don't have to be online the whole time, for the timer ones like Amulet of Knowledge the timer reduction is in effect when you start the research, so it's doesn't matter if you're online for 5 hours versus 2 hours if you time it right. Once you hit level 120 and you have Amulet of Knowledge. Spend 1,000 Gems for 3,600 Dragon Blood (DB). With that DB, spend it on alchemy experiments. Do not spend exotic coins on experiments, as you'll need to spend a lot of those in the exotic merchant tree. It is debatable whether to spend a lot of strange dust on experiments, for now I recommend spending your dust on evolving your guardians (mostly Vermillion) however if you have a lot then spend some on alchemy if you want. If you're close to next evolution/level then save enough for that, otherwise spend some on alch. At level 130 you unlock Transmutes, however I don't recommend spending heavily on this yet as you unlock Naval Missions at level 140 which will give you one legendary chest per day for free. Otherwise you're spending 500 DB and giving up 1 Epic Chest for another. Instead, if you have enough dragon blood for experiments, save them and funnel a little into transmutes occasionally or as needed. Tavern is worth considering if you really have a ton of gems but usually save for DB. If you really have a lot of spare gems, you might think about buying an Amulet of War* but I don't recommend this for most people as it's only beneficial in a brief window in the game. With Dragon Missions (where most people do 3 per day) you'll rarely run out of DB so you'll have plenty of gems for a few transmutes, tavern draws or possibly another amulet (very situational as most suck). Most players should transmute a few Epics into Legendary chests so you can get Mythic and Legendary seals. Epic Chests drop Legendary Seals 1/10 times, Legendary Chests drop Legendary Seals 1/10 times and Mythic Seals 1/15 times. Those are independent chances so Legendary Chests can drop you both seals at the same time, and those drop rates don't interfere with each other. You're guaranteed to get a Legendary Seal once in every batch of 10 Epic/Legendary Chests. However this is per batch, so you can get one seal in the first of that batch of 10, and then last in the next batch 10 so it could rarely "feel" like a 1/19 but you are guaranteed somewhere in that batch of 10 for a drop. I only say to pace yourself so you don't burn through all your Strange Dust, although Legendary Seals are very important so make sure you're balancing your priorities. Once you're level is in the mid-300s and up, you've likely maxxed out your gear at Mythic. In this case you can save your Gems for future patches and dump a good chunk into Tavern. *Just note that although the benefit from Amulet of War sounds great, especially compared to a lot of the other trash amulets, that as you increase in map rank you will have a much easier time on Map Missions. Rank 3-4 at level 130/140 can be tough, but after Rank 5 things get much easier which is why the benefit isn't as pronounced, although if you thousands of gems and more than enough DB, it might be worth thinking about depending on your level, your needs and how long you think you'll be playing the game for. In my opinion I would avoid this unless you want a short-term boost to map gains or you are really high level and have no need for transmuting for mythics. TL;DR Buy Amulet of Knowledge for 2k. Spend the rest on DB at level 120. Transmute some chests and only if you really have a ton of gems and DB then maybe consider tavern. If maxxed out gear to Mythic and your level is mid-300s and up then dump Gems into Tavern and save a little for future patches. Meteorites You get at least 1,440 meteorites per day, assuming you're active, and even more with buffs. Don't spend meteorites on Meteorite Research just yet. Save enough for getting your heroes to Tier 2/Tier 3 and unlocking the 2nd Firestone Research slot. Then you can spend some on meteorite research. In the first Meteorite Research tree, spend the minimum required to advance to the Raining Gold and Firestone Effect upgrade and then max those out. Then do Damage, Medal of Honor, Weak Enemy, Weak Boss, Health, Armor and then the scrolls in that order. In Tree 2, max out Raining Gold, Firestone effect then Damage Specialization, Attribute Damage and then Medal of Honor. After those, max out All Main Attributes, Tank Specialization/Skip Wave/Skip Stage, Healer Specialization, Level Up Cost, Health and then Armor. Fire Tokens (Firestone Research Tree) If you're a low level, just convert a small amount of firestones into eternal magic fire tokens at a time, otherwise you reduce the amount of gold you'll gain, having extra fire tokens provides no benefit. So taking out 8 or 10 at a time is more than enough unless you're noticing your firestone count dropping, then do less. At higher levels this isn't much of an issue so you can take out a lot more, but again, no need to over-do it. When spending fire tokens in the Firestone Research tree, I recommend doing the minimum on each to progress throughout the whole tree, while at the same time prioritising certain upgrades over others. Tree 1 Focus on upgrading Raining Gold and Prestigious first. So if you have two firestone slots it's much easier, you can focus on maxxing one important node while using the other slot to progress through the less-important nodes, doing the minimum need to get to other important upgrades. Ideally, you'd start with using one slot to max out Attribute Damage, and the other to get to Raining Gold and start maxxing that. Eventually once you max out Attribute Damage, you Prestigious and max that. Once Raining Gold is maxxed you can max out Mission Planning, and then use the other slot to max out Intense Training. Then max out Fist Fight, Skip Wave, Medal of Honor, Projectiles, Critical Loot Chance + Bonus, Weak Enemy, Weak Boss, Attribute Health/Guardian Power and finally Attribute Armor in that order. TL:DR/Summary Raining Gold/Prestigious/Attribute Damage > Mission Planning > Intense Training > Fist Fight/Skip Wave > Medal of Honor > Projectiles > Critical Loot Chance/Bonus > Weak Enemy > Weak Boss > Attribute Health/Guardian Power > Attribute Armor Tree 2 Prestigious > Raining Gold > Meteorite Storm/Attribute Damage/Energy Heroes > Mana Heroes/Rage Heroes > All Main Attributes > Skip Stage > Weak Enemy > Weak Boss > Powerless Enemy > Powerless Boss > Attribute Health/Guardian Power > Attribute Armor Gold At the start (or after prestiging) just upgrade everything evenly/max until you start hitting your wall. Then you can upgrade via "Next milestone" and the exact strategy depends on your heroes and situation. If you're getting low on gold as you're at your wall, only prioritise the top upgrade if it's damage or increase gold earnings. You can upgrade other attributes if you have enough gold to cycle a few upgrades which will include dmg/gold. As for your heroes, if you have one hero that's much stronger than the rest, i.e. it can one-shot enemies in a much higher stage while your other heroes can't, then upgrade the weaker heroes where the upgrade will mean they can one-shot the enemy. If you have a really weak hero that can't approach one-shot even with a lot of gold spent, then ignore them and just upgrade the middle heroes/top upgrade > strongest hero > weakest hero. Strange Dust Train your fairy and Enlighten her twice per day for the quest. Once she is level 10, spend Dust on her evolution and then focus on the dragon (Vermilion). Now do the same with Dragon, Train and Enlighten him twice per day, if you have a lot of dust then you can even spend extra to get him to level up as his aura will benefit your gold earnings greatly. The Aura from both guardians are active all the time, so it doesn't matter which guardian you use, however you will want to always upgrade the dragon for his aura. He might have weak damage as soon as you unlock him due to his low level, so you can use fairy just make sure to only Train and spend Dust on him. I find he attacks slow, so the fairy is much faster in the first 20-50 stages but then Dragon is much better once he catches up in level and the enemy numbers increase. Even though he attacks slower he does area attack, so eventually you can just switch to/keep dragon. Void Crystals and Enchanting Gear You get Void Crystals as rewards from the Tavern and from acquiring gear in Chests. Void Crystals upgrade the effectiveness of your gear, but NOTE: they enchant the SLOT, NOT the item! So you will keep the upgraded slot even if you replace the item. If your heroes are Tier 1, enchant your weapon once or twice to get enough power for Tier 2. If you don't have a weapon or that is still not enough for Tier 2, then you can either wait for a few more chests or upgrade another item once. Once you are Tier 2, you can either upgrade your Wrists to get enough power for Tier 3, or you can upgrade your weapon again, if that still isn't enough you must choose between waiting for more chests/void crystals or upgrading another item for enough power. Once you have achieved Tier 3, upgrade your gear in this order: Ring > Wrist > Relic > Weapon. Don't worry about the rest as HP and Armor is practically useless in most situations. HP/Armor gear should only be upgraded a little bit to give you enough power for Tier 2/3 or once you are at end-game and have already maxxed out everything else. Tier 2 & Tier 3 slots affect all heroes, which is why upgrading wrist over relic is preferred, since you will upgrade damage for every hero even if that hero is inactive. Beers Beers are unlocked at about level 15, you collect them automatically from dead enemies (like meteorites) except you earn about 3,000 per day. Exchange 1,500 beers for 5 game tokens in the tavern whenever you can to play cards and get rewards. It doesn't matter what card you pick since you are guaranteed to get each reward at some point and the reward pool is dictacted by your luck level (which is only increased by playing the tavern). Even if you see a big prize but it wasn't your card, it doesn't matter, the "chance" is just an illusion to a degree. This is why I recommend always playing the same card, since it will be better for your mental health :D Exotic Merchant and Items Once you unlock the exotic merchant you can start selling your items. I recommend selling everything except your pouches and buckets of gold. Items in this game aren't that rewarding, and are more valuable when sold for exotic coins. The reason you keep pouches and buckets is that you can use those 4 of those items per day to fulfil the daily quest and receive 3 scrolls. If you simply use 4 pouches, that are worth 4x10 exotic coins, you will receive 3 scrolls worth 240 exotic coins. So not only do you get a small boost in gold and meteorites, but a profit of 200 exotic coins. NOTE: This means the only quest you won't complete is the one where you have to activate 3 scrolls. You're just better of selling otherwise. Once you have enough exotic coins to spend in the Exotic Upgrades tree, I recommend upgrading Raining Gold until you unlock Prestigious, then max that and afterwards get back to finishing Raining Gold. Those two upgrades should take you a while, after that you can upgrade Heroes' Damage, Team Bonus, All Main Attributes, Fist Fight/Magic Spells/Precision, Leadership, Attribute Health, Guardian Power and Attribute Armor, in that order. Emblem Market Once you hit lvl 70 you unlock Emblems of Courage at the Exotic Merchant. You will now get these as extra rewards in the Tavern and Map Missions. Just save up all your Emblems to spend them only on Epic chests. You get 3x Epic Chests for every 5,000 Emblems. Golden Keys Spend 20 on Amulet of Luck, spend rest on upgrading artifacts. Guild Coins (Guild Tree of Life) As soon as you hit level 18 you want to join the highest level guild where you can meet the requirements. Ask for one in chat or wait for one to recruit, don't use the Guild Finder. If you're really active, you might be able to join a lvl20+ guild, however even joining a level 10 guild will help a lot. Don't get too greedy asking for level 30 or 40+ guilds as these are usually the highest ranked guilds and typically ask for a lot of donations, meaning you will have to 4 x 6 hour cycles of expeditions per day or pay. If you're a very active player, you can contribute anywhere from 15k to 30k per week. 20k seems the most doable for active players. However the level of the guild isn't really the most important factor and shouldn't be the sole deciding factor when picking a guild. If you are in a level 19 guild and have an offer to join a level 20 guild, the benefit isn't that much and may be a bad-mannered move. Just use common sense, taking a few levels lower for a guild that is active, growing and has a good environment is usually the best decision unless the level difference is drastic. Play that however you wish. The guild's level only gives very minor boosts, between 1-50% for whatever stat. It's usually the crystal and tree which are more important. These may be at different stages even among guilds with the same level. If you're a higher level you may prefer a higher crystal level rather than a guild that just levels the tree, however a balanced guild is usually most suitable. Guild Tree These are earned through Guild Expeditions and automatically donated to your guild. You cannot spend these unless you are the Office or Guild Leader for your guild. If you are, then I recommend spending them in this order: Attribute Damage* > Damage Specialisation > Team Bonus > Energy Heroes > Fist Fight/Mana Heroes > Rage Heroes > Magic Spells > Precision > Leadership > Tank Specialisation/Healer Specialisation > Weak Enemy > Weak Boss > Powerless Enemy > Powerless Boss > Attribute Health/Guardian Damage > Attribute Armor * - In this tree, we go for Attribute Damage first as it gives an equal boost to Damage Specialisation, unlike the personal tree where Damage Specialisation gives a bigger boost and is therefore upgraded first, even if it affects slightly less heroes. Guild Expedition Tokens (Guild Personal Tree of Life) You also get these from completing Guild Expeditions, however these can be spent only on yourself in your Personal Guild Tree. I recommend upgrading the Personal Tree in this order: Prestigious > Raining Gold > Firestone Effect^ > Damage Specialisation > Attribute Damage > Energy Heroes* > All Main Attributes > Pickaxe** > Mana Heroes/Magic Spells/Rage Heroes/Fist Fight/Precision > Tank Specialisation/Healer Specialisation > Hero Level Up Cost > Attribute Health/Guardian Power > Attribute Armor ^ - Firestone Effect is additive, so even though it provides a big boost (especially compared to other crappy stats) early game it loses it's "magic" as you progress further and further. I find with the 3 main stats you level - Prestigious/Raining Gold/Firestone Effect - the order they should be upgraded changes depending on your level or progress in the game. Early game it mostly goes FE > Prestigious/Raining Gold. Mid to late game it's Prestigious > Raining Gold > FE Raining Gold > FE. If you just started, this is how you should upgrade the first 3 stats. One point in FE, one in Raining Gold, one in Prestigious. Then two in FE, two in raining gold, two in prestigious. Then you want to max Raining Gold until level cap, then FE, then Prestigious. Now you can move to the upgrades above, and by then many levels might have passed and you're later in the game. So now, you're back to starting with these upgrades again, and this time we want to max out Prestigious and Raining Gold first, and FE after that. * - This changes depending on your artifacts, cards and what level you are. If you don't have Muriel yet, go Mana/Magic heroes first. If you have Rage/Tank/Healer artifacts than do those first. You want to boost the most amount of heroes that do the most damage in your team. ** - You don't have to upgrade the pickaxe straight away as it's only used at level 80 and only if you're in a guild that's at least level 5. If so, then I recommend starting to max this out as soon as you hit level 78. When to Prestige & Climbing Back Faster When to Prestige and How Often If you're a low level player, like under level 40 - prestige when your firestone multiplier is at least 2x, but preferably 3x to 8x (meaning you'll get at least double the firestones if you prestige). You can see the multiplier by going to Town > Temple of Eternals > click on "Choose Prestige" and look at the left number that has an "x" At low levels, you should prestige often, even with a slightly lower multiplier. If you're at a farming stage and the prestige multiplier is not increasing much (e.g. it's at 4x and not moving much anymore) then it might be a good idea to prestige. However if it's still at 4x and increasing quite fast, you can probably farm a little longer. This is why there's no exact number where you're supposed to prestige, but an approximate range. So if you're a low level player (like under level 60) you should be prestiging at least once per day, perhaps up to 4 times per day. You will prestige less per day as you increase in level and max stage. At mid-higher levels, climbing back to your max stage can be daunting, so you can prestige at much higher multipliers like from 20x or 80x. This depends on a variety of factors, such as if you just opened a bunch of chests and received good gear, you can probably squeeze out a higher multiplier in a shorter time. At this point you'll likely be prestiging no more than once or twice per day, and high level players could go multiple days or over a week without prestiging. NEVER spend gems on Epic Prestiges. Eventually you'll get Prestige Tokens from the Tavern which can be used instead of spending gems on this. When you get those Prestige Tokens, use them when you're really struggling and have a low multiplier. It might seem counter-intuitive to use them on a low multiplier instead of a high multiplier like 500x but it would just be a waste since you'll easily get those firestones on your next prestige. Whereas if you're struggling to gain firestones they will provide you a much bigger benefit. Climbing Back Faster Once you have unlocked a lot of heroes (say at least 8) you can try different builds like one that will be better for faster prestiging, another for farming, and they each have online and offline variants. In most cases, you want your party to consist of heroes that do the most damage. However when climbing back, a little extra damage isn't as beneficial like it is in farming. When climbing you're going to be dealing a ton of damage that is wasted and provides no benefit apart from maybe climbing a few more stages with less upgrades, however we can save a lot more time by focusing on heroes which attack faster or have AoE spells. Whichever type of build you pick depends if you're climbing back while you're online or offline. If you're going to be offline all day, or more than a few hours or however long it takes you to climb back, then don't worry about this part and just keep your current build of your highest damage heroes, as you'll just be doing extra work for no benefit. Although if you're going to be online, or rather offline for less than a few hours, then you can save a lot of time. This assume you have unlocked heroes up to Luana, however also allows for players that have unlocked up to Ina. Although even if you're under stage 550 or over 1050, you will understand which heroes to use as the information is simple to apply at any stage. Climbing Back While Online If you're going to be online, then AoE builds will help a tonne. Even if these heroes are slightly weaker than your normal build, you want to use mostly mana-based heroes like Solaine and Blaze for their great AoE spells and keep them at the back. Then you can supplement them with Burt and any two of either Muriel, Boris or Luana. Solaine and Blaze is an obvious choice, Burt also has his Rain of Arrows which can help with some clearing. Muriel has a party attack speed buff and then you go (in preferential order) Astrid/Ina, Luana, Boris/Valerius. Muriel, Astrid and Ina attack really fast and Luana is a good middle-ground, offering some attack speed with her Twin Moon spells to help clear. Boris/Valerius are a little slow but may help at low stages taunting enemies to protect your AoE heroes. Summary: Solaine + Blaze > Burt > Muriel > Ina/Astrid > Luana/Boris/Valerius > everyone else Climbing Back While Temporarily Offline If you're going to be offline for less than a few hours (or however long it takes you to reach max stage) then you want to use heroes that attack really fast. As stated previously, although damage is one of the most important stats in this game, when climbing back you're wasting a lot of it when you could prioritise faster clears, at least until you reach max stage or farming stage. This is where energy heroes shine, so you want to add heroes that have the most attack speed. You definitely want to add Burt and Muriel to your party, followed by Astrid, Ina, Luana, Solaine and Benedictus. If you have unlocked Ina and Astrid, use them instead of Solaine and Benedictus. Summary: Burt + Muriel + Astrid + Ina > Luana > Solaine > Benedictus > everyone else More info coming soon. Honor Honor is just used to determine your Map Rank and gives a small attribute boost. The attribute boost is your amount of Honor multiplied by the Honor effect. You only earn Honor from map missions and can receive a little from tavern and daily quest rewards. Amulets NOTE: Amulets only work while online. However for Knowledge it's okay as the reduction is applied as soon as you start the research and persists even when you go offline. As you can see below, there's a lot of crappy amulets. I don't recommend buying any except Knowledge and Luck. The rest of your currencies should go into what I described in their respective sections. If you really have a lot of gems and want to buy another amulet, War might be okay but gems are usually best spent on DB or even tavern. Sky isn't as bad as some of the others but a 10% effect amounts to about 15-20 extra meteorites per day for most people if you're active daily. King and Queen may be attractive at higher stages, but you get plenty of skips in Alchemy and other research trees, one day of 5 experiments can give you the equivalent value for just a measly amount of DB. Power and Midas may sound attractive to newbies but it's such a small boost that spending a tiny bit of gold on *1* upgrade could give you a bigger boost. The Speed, Health and Damage Amulets are just plain useless and I feel sorry for anyone who has bought them. I have no idea why the devs even have such useless items, especially when they cost so much. Amulets Tier List: S: Knowledge, Luck A: B: War, King, Queen C: D: Sky E: Power, Midas F: Speed, Damage, Health Basically... S tier = usually a must-buy A tier = better than others but not necessary B tier = not useless but not worth too much C tier = not that great D tier = pretty bad E tier = pretty ♥♥♥♥ F tier = why is this even in the game? Map Missions Basically with map missions you want to do as many as you can, so it helps doing them in an efficient order. If you can't do them all then do the most important ones. If you are going to be online for the whole cycle (or most of it), then do missions in the following order: Rank 1: Scout > Adventure > War Rank 2: Scout > Monster > War > Adventure Rank 3: Monster > 1x War > Dragon > War > Scout > Adventure If you are only going to be online just once to do your missions and then log off then do this instead (you can do the scout missions if you have like 15-20 minutes before you log off): Rank 1: War Rank 2: Monster Rank 3: Monster > 1x War If you're in a rush and want to fit a few Scout missions in, pick the ones with the lowest time required. Make sure to use the free "skip" when the timer is low (usually around under 3 minutes left). Also make sure to reduce timers through Library and Talents. You can shave 30% off missions which helps a lot, especially in Monster missions which are 5.5 hours and you shave them down to 3.8 hours. Until level 140, Monster missions are the most important as they give 1 x Epic Chest with 28 Honor and 140 Emblems. After that, you want to prioritise* War and Dragon missions for chests and dragon blood. Lastly, we have Scout and Adventure missions, these aren't that important but great extras for farming currency. Scout missions are short and easy ways of getting some quick honor/emblems but are mainly for farming dust, while Adventure missions are longer and give only a little bit more, their scrolls are always sold for exotic coins. * - when I mean "prioritise" here, I mean the importance of completing those missions, not the order they should be completed. For example let's say you're at Rank 1 or 2, War missions are obviously more important than Scout missions but they are long, so if you're online it might be wiser to fit 3 quick Scout missions in and then do the War missions so you can log off. While if you can't stay online (like you have some work to do), you should just do the War missions straight away and that way if you are able to log back in later, you can finish off some Scout missions too! Fellowships and Battlecry With the 4.1.0 update fellowships are added to the game. These are like extra mini-guilds you can join and offer an aura bonus that scales depending on your battlecry. You can have up to 5 players in a fellowship, the more players you have (up to 5) give greater boosts. Fellowships provide bonuses to damage, health and armor attributes, as well as gold gain. You can upgrade the strength of your battlecry (and therefore aura/boosts) by levelling up your Battlecry in the Personal Tree of Life (guild section) using Expedition Tokens. Although this is independent of guilds it uses the guild infrastructure. yeah - go complain to the devs. Levelling up Battlecry should multiplicatively boost aura gain by 5% per level per player.

--
--
--
--
--
--
--
--

我的推荐 天赋 在升级天赋分支时,许多玩家会犯一个错误,就是把所有点数都投入到属性上,但对于活跃玩家来说,最重要的是减少地图任务时间、升级守卫、刷陨石和啤酒等。我们只需要投入到最必要的天赋上,并逐步解锁天赋树中的新技能。那么,我们开始吧!1-9 - 所有主属性(9点) 10 - 领导力(1点) 11 - 领袖 - 自动技能(最高1点) 12-15 - 所有主属性返还(13点) 16-20 - 训练师技能(5点) 21 - 队伍 - 自动技能(最高1点) 22-29 - 训练师技能返还(13点) 30 - 暴击伤害(1点) 31-50 - 陨石猎人(最高20点) 51-57 - 训练师技能返还(19点) 58 - 无力 Boss(1点) 59 - 弱点暴露(1点) 60 - 古代知识(1点) 61-65 - 黄金雨(最高5点) 66-70 - 同事(最高5点) 71-76 - 训练师技能返还(最高25点) 77-92 - 下一位图书管理员(最高25点) 93-98 - 此列探险者(6点) 99 - 双龙(1点) 100 - 暴击率(1点) 101-115 - 战斗呐喊(最高15点) 116-130 - 探险者返还(最高20点)131-139 - 选择下一项 双龙(最高10级) 140-159 - 选择远古知识(最高20级) 160 - 在战斗呐喊之后选择下一项 - 暴击伤害(1级) 161 - 下一项 无力化 boss(1级) 162-187 - 炼金术(最高25级) 188 - 在炼金术之后 - 弱点暴露(1级) 189-200 - 返回开始 - 所有主属性(最高25级) 201-224 - 沿此路线 领导力(最高25级) 225-249 - 在炼金术之后 - 所有主属性(最高25级) 250-275 - 沿此路线 - 领导力(最高25级) 276-300 - 返回开始 - 团队加成(最高25级) 301-315 - 向下选择 - 双龙(最高15级) 316-340 - 向下选择第1行 - 茶饮加成(最高25级)341-350 - 前往初始界面,找到【暴击伤害】或【暴击率】(最高11点) 351-375 - 前往最终界面 - 【图书馆学】(最高25点) 376-400 - 【炼金术】(最高25点) 401-415 - 【战斗呐喊】(最高15点) 如果你已达到最后阶段,那么我认为本指南的后续内容对你来说已无意义。415点之后,只需将所有尚未升级的技能点满即可,建议优先升级【暴击率】和【暴击伤害】,之后可升级【冲击速度】和【闪避】,最后再升级削弱敌方首领、【守护者之力】等技能。

--
--

Как начать развивать боевые машины и не отставать от других игроков. Начало, заметки и тир-лист танков Вступление Я не претендую на стопроцентную правильность этого руководства и не гарантирую того, что это единственный способ правильной раскачки машин. Я делюсь опытом и объясняю, как я сам встал на путь прогресса в этой игровой механике. Вполне вероятно, что многие опытные игроки не согласятся с моими методами и ВАМ решать, как вы хотите развиваться. Для удобства и простоты, я буду называть все боевые машины танками, а нумерация танков будет зависеть от их места в построении: танк, находящийся на первом месте будет первым, танк, находящийся на втором - будет вторым и т.д. По мере развития, танки придется переставлять местами, это значит, что название танков, которое я буду использовать в гайде, тоже будет меняться. Важное дополнение от 11.05.2021 Гайд написан в первую очередь для новых игроков, пытающихся разобраться в игре, но весь игровой опыт в данной механике был получен мной на аккаунте, на котором уже открыты все доступные в игре герои. Если вы получаете новые танки раньше, чем у вас появляется возможность посадить в них экипаж - на данном этапе нет смысла тратить на них ресурсы (это правило не актуально для третьего полученного танка, он будет важнее второго). Ставьте танки без экипажа так, чтобы они шли до танков, вносящих основной урон, так они смогут принести хоть какую-то пользу, приняв на себя немного урона. Кроме того, я заметил, что некоторые игроки делают больший акцент на прокачку первого танка, практически полностью игнорируя остальные - это позволяет быстрее разогнать урон и получать звёзды. Не знаю, на сколько это эффективно в долгосрочной перспективе, но на первых 40-60 звёздах это может быть действительно более эффективной стратегией. Однако, следует понимать, что сливая жетоны экспедиций в один танк, вы будете значительно медленнее качать уровень механика, а это значит, что и новые танки вы будете открывать дольше. Еще одно важное дополнение от 23.06.2021 Я окончательно убедился в том, что тактика с прокачкой одного танка на данный момент эффективнее любой другой, в связи с чем переписал гайд, добавив второй вариант развития. Так как он разительно отличается от первого и я хочу оставить за игроками возможность выбирать, как им развиваться, руководство будет разделено на два полноценных гайда, ориентироваться вы сможете по оглавлению. Еще одно ОЧЕНЬ важное дополнение от 01.02.2024 (версия 7.6.0) Во-первых, последний патч полностью изменил механику получения танков: раньше новые танки получались за уровни механика, сейчас собираются за детали из открываемых сундуков. Во-вторых, появилась возможность выбирать "избранные боевые машины", когда вы откроете свой шестой танк. Эта функция позволяет выбрать пять (ни больше, ни меньше) танков, которые будут получать 80% всех компонентов, с открываемых сундуков. Это значит, что теперь не будет простоев в ситуациях, когда вы открыли новый танк, и количество деталей для него пока не сравнялось с остальными. В-третьих, были перебалансированы "слабые" танки, благодаря чему выбор стал более разнообразным. В связи с этим ребалансом, я добавил тир-лист для танков в начале статьи, и несколько вариаций для финальных билдов в конце. Тир-лист танков Это сугубо мой взгляд на эффективность и полезность каждого танка. Не обязательно собирать все машины из Т1-Т2 списков. Кроме того, часть танков ситуативна, и может иметь разную эффективность, в зависимости от остального состава. Список будет идти от лучших (Т1) до худшего (Т4), в зависимости от способности, роли и базовых параметров: T1 Cloudfist (Небесный удар) Talos (Талос) Goliath (Голиаф) Curator (Хранител) T2 Hunter (Охотник) Thunderclap (Громовержец) Harvester (Сборщик) Fortress (Крепость) T3 Sentinel (Дозорный) Judgement (Судья) Aegis (Охранник) Firecracker (Петарда) T4 Earthshatterer (Судьбоносец) Механик и ваш первый танк Жетоны экспедиций Так как это валюта, которая уже используется в игре, появилась необходимость расставлять приоритеты - что важнее, личное дерево в гильдии, или боевые машины. На моем этапе (уровень дерева 61, уровни веток с 30 до 35), выбор остается однозначно в пользу машин. Для более "молодых" игроков, возможно, выгоднее будет качать дерево, но в любом случае рекомендую обзавестись хотя бы двумя машинами и набрать не меньше 20 звёзд в кампании, чтобы ежедневно получать сундуки. Вероятно, в будущем, появятся новые механики получения жетонов, возможно мы сможем получать их на арене потому, что на данный момент эта еще не введенная механика уже напрямую связана с этой валютой. но это всё лишь мои домыслы и попытки себя успокоить. Ни в коем случае не стоит воспринимать это как прописную истину, т.к. разработчики игры не давали никакой информации по этому поводу. Механик В первую очередь необходимо зайти в город и нажать на постройку "Механик", чтобы получить первый танк. Вне зависимости от того, как он отрисован, он будет бойцом (дд). Механик будет получать опыт каждый раз, когда ваши танки будут поднимать уровень. За уровни механика, сила ваших танков будет расти, помимо этого со временем будут открываться слоты для новых танков. Построение От вашего построения будет сильно зависеть развитие боя в кампании: места определяют то, в какой последовательности противник будет атаковать ваши танки. Танк на первом месте будет атакован первым, после его уничтожения противник переключится на второй танк и так по очереди до окончания боя. Экипаж танка Бонус от специализации героя влияет на бонусы, которые получит танк: при одинаковой прокачке предметов герой со специализацией бойца даст больше урона, герой со специализацией целителя - больше здоровья, а герой со специализаций танка - больше брони. На счет полезности брони у меня пока очень спорные впечатления - на самом старте она очень сильно помогала, но к 20 уровню кампании ее бонус стал чувствоваться намного слабее. На данный момент в плане выживаемости я делаю упор в сторону здоровья и пока гайд будет ориентирован именно на это направление. В дальнейшем, возможно, я его перепишу. Т.к. второй танк вы получите достаточно быстро, в первом есть смысл полностью сосредоточиться на уроне, добавляя выживаемость лишь по необходимости. Пока предметов у героев довольно мало, есть смысл сажать любых, не зависимо от специализации героя - лишь бы давали больше урона. Небольшой лайфхак, пока у вас не прокачаны предметы для боевых машин, как понять, какие герои дадут больше статов: 1. Сажаем полный экипаж из любых героев в танк. 2. Высаживаем одного героя, смотрим параметры урона, сажаем героя обратно в танк. Повторяем с каждым из четырёх героев. 3. Убираем героя, который давал меньше всего прироста (т.е. необходимо убрать героя, без которого на предыдущем этапе оставалось БОЛЬШЕ всего урона) 4. По очереди сажаем на место убранного героя всех не активных героев и смотрим на параметры урона. 5. Оставляем героя, с которым танк имеет наибольшее количество урона. 6. Повторяем так для каждого из слотов. По этому же принципу можно определять и лучший состав для танка, играющего роль танка (ну тот, что будет принимать урон). За чертежи пока качаем все три ветки (урон, здоровье, броню). Второй танк, распределение ролей Второй танк, который вы получите, тоже будет бойцом. это значит, что игра на этом этапе предлагает нам пользоваться только атакующими единицами. Лично мне это не понравилось и я решил, что один из предложенных танков всё таки будет танком. Сразу после получения второго танка, есть смысл сосредоточиться на его прокачке - если у вас остаются жетоны экспедиций, но еще нет деталей для прокачки нового танка - ждите до тех пор, пока детали не появятся. Сейчас основная задача - выровнять уровни обоих танков, при этом, у второго танка за чертежи качаем только урон Новое построение на данный момент будет выглядеть следующим образом: экипаж первого танка оставляем прежним, во второй загоняем героев, дающих как можно больше прироста к урону. После выравнивания (примерно 6 уровень у обоих танков), равномерно докачиваем их до 10 уровня. Первому танку за чертежи качаем только здоровье, второму - только урон. Если у вас избыток чертежей - докачиваем урон и первому танку. Если избыток слишком сильный - докачиваем ему еще и броню. Десятый уровень танков становится переломным. На этом этапе мы полностью перестаём качать первый танк, сосредоточившись на втором. При этом, сейчас важно пересобрать экипаж. В первый танк загоняем героев, дающих как можно больше здоровья и брони. Во второй танк загоняем героев, дающих как можно больше урона. Таким образом качаем второй танк примерно до 19 уровня, первый танк всё это время остаётся на 10 уровне. Промежуточная цель на этом этапе, которой надо достичь как можно быстрее - это набрать 20 звёзд в кампании, это позволит ежедневно получать 5 деревянных сундуков и 4 железных сундука. Третий танк, наконец-то ставший танком Третий танк, который мы получаем, имеет специализацию танка. Пока он слабо прокачан, мы не меняем экипажи, но загоняем в танк героев с максимальной выживаемостью и ставим его на первое место в построении. При этом, первый танк смещается на второе место, а второй - на третье. Сейчас важно привести прокачку танков к соответствию с их ролями: первый танк - танк, полностью выкачиваем здоровье, если будут оставаться чертежи - добиваем броню второй танк - боец/танк, полностью фокусируемся на уроне, перестаём качать броню, здоровье только если чертежей очень много третий танк - боец, качаем только урон, здоровье только если чертежей ОЧЕНЬ много. К моменту, когда первый танк докачивается до пятого уровня, можно начинать считать его боевой единицей на ровне с остальными. пересаживаем экипажи в соответствии с ролями: первый танк - экипаж с максимумом здоровья/брони третий танк - экипаж с максимумом урона второй танк - отстатки экипажа с максимумом урона Когда первый танк докачается до десятого уровня, возвращаемся к третьему танку, чтобы поднять его с 19 уровня на 20 (это даст дополнительный приятный бонус к урону), после чего равномерно качаем первый и второй танки до 20 уровня. После того, как все танки поднимутся до 20 уровня, начинаем качать третий танк до 26 уровня (Важно докачать его как минимум до 25, чтобы получить возможность прокачать урон за чертежи, но не выше 26 потому, что с 26 на 27 и последующие уровни потребуется 2000 жетонов, вместо 1500) Следом так же докачиваем первый танк. В идеале - 26, причины - те же. Последним качаем второй танк. Если первый и третий танки у вас 26 уровня, то второй достаточно прокачать до 23. если ниже, то можно выровнять все три танка так, чтобы у всех трёх был 25 уровень. Сразу после этого открывается четвёртый танк. UPD: Так как я решил сменить билд, я перестаю обновлять эту ветку руководства. Общие принципы этого билда в любом случае остаются неизменными и к тому моменту, как вы дойдете до четвертого танка, у вас уже должно сложиться собственное мнение о том, как необходимо развивать танки. ------------------------------------------ Вариант развития через один танк Начало развития ничем не отличается от описанного в разделе "Начало, механик и ваш первый танк", за исключением того, что для этой тактики необходим боец со способностью, наносящей 200% от своего урона по одиночной цели (Талос и Небесный удар), чуть менее эффективные - Петарда и Охранник, наносящие 150% урона. После патча 7.6.0, имеет смысл попробовать Громовержца из-за его базового урона. Его способность (120% по 3 целям) будет наносить даже больше, чем способности по 150%, но по трём случайным целям. Если первый выпавший вам танк наносит 200% урона - всё идеально. Если нет, но второй выпавший танк наносит 200% урона - есть смысл полностью переключиться на него. Если вам опять не повезло, но попался танк, наносящий 150% урона - это приемлемо. Если вам не повезло получить ни один из этих танков, возможно стоит отказаться от этой идеи, т.к. способности, наносящие урон по области, откровенно слабые для этой механики. Но в любом случае, решать вам, в конечном итоге тактика будет работать с любым из имеющихся в игре танков. Построение и экипаж Тут всё просто - танк, наносящий основной урон, всегда находится последним в построении, так он дольше проживет и нанесет больше урона. Экипаж набираем по тому же принципу, что и ранее - набираем как можно больше урона. Прокачка танков В связи с тем, что выпадение ресурсов для прокачки танков условно-случайное и всегда стремится сбалансировать количество полученных ресурсов между всеми имеющимися танками, критически важно качать только один танк, чтобы новые открывались реже. Если у вас накопились жетоны, а ресурсов не хватает - просто ждите судуки, не качайте другие танки. Это не просто трата валюты в пустую, подобные действия в долгосрочной перспективе будут причинять ощутимый вред билду. Чертежи и экипировка героев Аналогично прокачке уровней танкам, эти ресурсы необходимо тратить только на основной танк. За чертежи в первую очередь необходимо прокачивать урон, затем здоровье. Если чертежи начинают копиться, то есть смысл качать и броню. Предметы героям прокачиваем со следующим приоритетом: 1. Урон+здоровье 2. Броня+урон и броня+здоровье 3. Урон и здоровье 4. Броня Прокачивать предметы стоит равномерно, относительно цены, но при этом, следует учитывать, что урон+здоровье дает сразу два полезных бонуса, по этому цена этого предмета всегда должна оставаться в 2 раза выше остальных. При этом, идол (дающий только броню) можно игнорировать полностью, т.к. броня в целом не на столько важная характеристика. Узкое место этого билда заключается в том, что при появлении новых танков, на ваш основной танк будет выходить всё меньше деталей. в конечном итоге, вы начнете получать больше жетонов, чем деталей, а это значит, что со временем придется начинать качать второй танк. По моим предположениям, это станет действительно серьёзной проблемой с получением четвертого танка, в такой ситуации вторым танком, который стоит начать качать, будет либо второй ДД с умением, наносящим 200% урона (если вы его получите), либо танк-танк (тот, что был получен третьим по счёту). В идеале это должен быть Голиаф, умение которого позволяет ему восстанавливать свое здоровье. Если вы сможете дотянуть на одном танке до получения пятого, хотя это представляется мне чем-то крайне мало вероятным, можно выбрать в качестве второго танка хила - лучший вариант Хранитель, чуть менее хороший - Охотник. После патча 7.6.0, появилась возможность назначать "Избранные боевые машины", когда количество машин увеличится до 6. Это должно Решить проблему с деталями навсегда, дав вам их стабильный приток на нужный танк. После того, как в вашем строю появилось два эффективных танка, построение будет зависеть от того, какой танк вы выберете. Если это будет хил, необходимо ставить его самым последним и делать упор полностью в урон, чтобы он позволял дольше жить вашему основному дд. Если это будет танк, ставим его вперед и делаем упор на здоровье, при избытке свитков - броню, урон качать нет смысла. Если это будет второй дд - сначала поступаем так же, как и с танком, но делаем упор только на урон. Как только он начнет наносить ощутимое количество урона, ставим его в последний слот, чтобы он продолжал наносить урон до конца боя, не умирая с первого выстрела. ------------------------------------------ Варианты финальных билдов Этот раздел наиболее актуален для поздней стадии игры, рассчитан исключительно под арену, и под развитие всех пяти танков. 1. Простой в реализации, зависимость от "удачного" срабатывания способностей сведена к минимуму. Ориентирован на планомерное отстреливание всех танков противника по порядку, установленному самим противником. Минусы: -в первую очередь придется колотить первую позицию врага, т.е. жирного танка. Задняя линия будет без проблем отстреливаться, если у врага есть куратор, то весь его хил будет сосредоточен на танке. -команде требуется классический набор из хила и прочного танка Состав: -Талос -Небесный удар (дирижабль) -Голиаф/Крепость -Хранитель/Охотник/Дозорный -Охранник/петарда 2. Более сложный в исполнении, больше зависит от удачных проков способностей. Ориентирован на урон по области, и вырезание задней линии. Жертвует выживаемостью и уроном в одну цель в пользу большего урона в параметрах и возможности вырезать всю вражескую команду, чтобы оставить первую позицию на сладкое. Минусы: -Сильно зависит от регулярного срабатывания способностей. -Может быть менее эффективен против донатеров, из-за чертежей на здоровье и броню, которыми скорее всего будут обмазаны все машины. -Выживаемости будет заведомо меньше. Состав: -Громовержец -Судья -Сборщик -Судьбоносец -Небесный удар/Талос Экипировка героев, эмблемы доблести и завершение Т.к. предметы на героев падают случайным образом, я пришел к выводу, что лучше выделить для этого отдельный раздел, а не упоминать клочками на протяжении всего гайда. Как писалось вначале, основной бонус к урону танкам дают бойцы. Это значит, что в конечном варианте танки, ориентированные на нанесение урона, должны быть заполнены экипажем, состоящим из бойцов. Вы придете к этому не сразу (я до сих пор не пришел, но уже близок к этому). Для перераспределения героев я выделил для себя конкретный момент: когда как минимум 8 героев бойцов получат полный набор предметов (драгоценностей) для урона (Анх, Талисман, Ожерельее) и как минимум 4 героя из числа танков и целителей получат полный набор предметов для здоровья (Руна, Талисман, Безделушка). С этого момента, все экипажи приводятся в соответствие с ролями, предметы необходимо прокачивать так, чтобы цена на прокачку распределялась равномерно между всеми предметами всех активных героев. И не забывайте, что на данном этапе, героям бойцам нет смысла качать предметы, не дающие урон, а героям танкам и целителям нет смысла качать предметы, не дающие здоровье, или броню. Помимо чертежей, вы будете получать эмблемы доблести. Мнения игроков на тему того, тратить их сразу, или оставлять на потом, или нет, разделились, по этому вы сами должны для себя это решить. Я сразу потратил 15к эмблем, купив в общей сложности, 15 золотых сундуков (покупать более дешевые сундуки точно не имеет смысла), это дало мне неплохой буст на старте. Остальные эмблемы я пока откладываю до тех пор, пока не появится возможность купить более ценные сундуки. Покупка алмазных сундуков будет доступна когда вы заработаете 100 звёзд кампании. Прокачка сундуков в лавке алхимика будет доступна когда вы заработаете 70 звёзд кампании. Ресурсы на прокачку сундуков так же нет смысла тратить на дешевые сундуки. лучшим вариантом будет использовать их для улучшения алмазных сундуков в опаловые. На данный момент, это вся собранная мной информация. Гайд будет дополняться и изменяться мной по мере прохождения механики.

--
--

Гайд по одному из возможных билдов, полностью заточенных на урон. Игра через Blaze (на ранних этапах - Solane). Разбор плюсов, минусов и возможных подводных камней. Билд не является единственно верным, но имеет самую большую эффективность на мой взгляд. Выбор команды Лидер На первых этапах вам придется играть только через одного героя - Соланию. Выбор очевиден: самый большой урон от умений + хороший дебаф для волн с боссами + неплохая АОЕ способность на первое время. В последствии без каких либо потерь можно будет пересесть на основного героя, под которого рассчитывается билд - Блэйз. С ним всё так же, как с Соланией: -самый большой урон от первого умения (3000%) среди всех игровых героев (единственное исключение - Fini, он может выдать последним умением до 5000%, при этом делая 2 выстрела. Но, в отличии от него, Блейз может использовать первое умение БЕЗ перезарядки, полного пула маны хватает на 9 использований + ультимативное умение “дыхание дракона”.) -второе умение тоже не плохое, но съедает 60 маны и завязано на рандоме (сработает, или нет шанс крита), так что использовать его, или нет - решать вам. -третье умение - ультимативная способность, наносящая 6 ударов по всем противникам. Незаменимо при зачистке ранних этапов, прохождение которых неизбежно после каждого престижа. Остальные герои. В качестве дополнительных героев к Блейзу, я выбрал следующих: -Boris (ради способности “Неистовство”, увеличивающей урон на 50% для всего отряда) UPD: спустя некоторое время я пришел к выводу, что герой Boris был мной несколько переоценен. Он полезен только а ситуациях, когда надо продавить максимальный этап, но во всех остальных случаях, толку от него нет. Я решил от него отказаться. -Solaine (второй ДПС в команде+дебаф на 80% урона) -Muriel (ради способности “Сбор”, увеличивающей шанс крит. урона на 25% и скорость атаки отряда на 30%) -Astrid (ради способности “Роковой выстрел”, накладывающей 20-секундный дебаф на противника на нанесение 50% доп. урона и способности “Пушечный выстрел”, помогающей зачищать волны на ранних этапах) -Тем, у кого еще не открыта Astrid, можно взять героя Talia (ради способностей “Уничтожение” - дебаф на 50% урона, и “Подрыв” - уменьшение скорости атаки врага). -После 1800 этапа открывается герой Iseris, который на данный момент является лучшим из существующих для этого билда. После ее открытия можно смело брать вместо Boris'a, или Astrid. UPD: после ввода героя Iseris, у билда появилось чуть больше гибкости в плане выбора лидера отряда. Изерис на данный момент является сильнейшим героем зачистки, но немного уступает блейзу в уроне по боссам (первое умение). Если бонус лидерства превышает бонус отряда (но не сильнее, чем в 8-10 раз), то можно оставлять лидером блейза, тогда у обоих героев умение зачистки будет иметь примерно равный урон. Но в случае, если урон одинаков, можно переходить на Изерис и использовать в качестве лидера ее. Экипировка героев Тут стоит учитывать сразу несколько моментов: -во-первых, первые 3 предмета (оружие, нагрудник, обувь) работают только на том герое, на котором они надеты. -во-вторых, в нашем отряде урон наносят только 2 героя. -в-третьих, броня и здоровье нам не нужны. Исходя из этого, среди первых трёх предметов, есть смысл качать ТОЛЬКО оружие Блейза и Солании. Из второй тройки предметов есть смысл качать только наруч, но на каждом доступном вам герое (не только на тех, кто в команде) Последние два предмета тоже необходимо качать на всех героях. Почему НЕ стоит качать остальные предметы (на броню и здоровье): До 8 уровня цена предметов всегда растет в 2 раза после каждого уровня. это значит, что одни наручи 8 уровня = наручи 7 уровня+плечи 7 уровня. да, показатели урона и здоровья при этом выравниваются, НО если сделать это для всех 17 героев, то вы на этом выравнивании потеряете бонус в 2^17 урона (х131 072). Таким образом, перед вами лежит выбор - либо герои будут жить, либо они будут наносить в 131 072 раза (!!!) больше урона. Для себя я посчитал, что отказ от урона в пользу выживаемости слишком сильно замедлит мой прогресс. Последовательность прокачки предметов: 1 - кольцо (золото превыше всего) 2 - реликвия (нет смысла пренебрегать показателями здоровья и брони, если они идут в комплекте с уроном) 3 - наручи 4 - оружие При этом учитывайте, что наручи всегда должны быть на уровень выше, чем кольцо и реликвия, т.е. цена прокачки будет одинаковой для предметов. Прочие аспекты в прокачке Библиотека, дерево жизни, лавка редкостей: Заданный путь развития сильно развязывает руки по всем этим направлениям. Нам нет необходимости качать урон и здоровье равномерно, так что в первую очередь делаем упор на следующие параметры: “престижность”, “дождь из золота”, “урон”, “специализация бойца”, “заклинания”, “герои с маной”. Если встает выбор между параметрами “Лидерство” и “Бонус команды”, я качал в первую очередь полностью “Лидерство”, только потом “Бонус команды”. да, в такой ситуации теряется один из ДД в команде, но второй за счет этого получает хороший бонус, что опять же позволяет закрывать более высокие этапы. Когда все эти параметры будут выкачаны, можно переходить к здоровью и остальным, неактуальным, качая их в любом, удобном для вас, порядке. Лавка алхимика и таверна: Это те два аспекта, которые всеми возможными способами будут насмехаться над вами. У игрока тут нет возможности повлиять на то, какая ветка будет качаться в первую очередь. Но не стоит забывать о следующем: Эксперименты в лавке алхимика хоть и выбираются случайно, формула там написана так, что все ветки будут “пытаться” качаться равномерно. Священные карты также будут падать реже для более прокачанных и чаще для менее прокачанных (причем эта разница очень существенна). Единственный и самый неприятный момент будет заключаться в древних артефактах - нет никакой гарантии, что выпадать будут именно те, что нужны. Возможные проблемы с билдом -У Солании итоговый урон больше, чем у Блейза: такое может произойти по нескольким причинам - карты, или легендарая/мифическая печать на нее выпали раньше, чем на Блейза. Я в такой ситуации брал Блейза в качестве лидера (в тот момент у меня было полностью прокачано “Лидерство”, но не было “Бонуса команды”) ровно до тех пор, пока ему хватало урона зачищать волны, после чего переходил на соланию и выжимал еще 2-4 этапа. -Печати на оружие падают на других героев: просто игнорируйте. Невозможно быстро изменить специализацию с “бойца-заклинателя-с маной” на “бойца-дальний бой-энергия”. Дерево в библиотеке качается слишком долго, вы просто потеряете время, пытаясь разогнать урон других героев до урона Блейза и Солании. То же касается и печатей для предметов, увеличивающих броню и здоровье. Всё, что вы с этого получите - “Силу”, которая влияет только на ваше положение в рейтинговых таблицах. Никакого фактического бонуса это не даст. -Герои умирают на высоких этапах: это не проблема, а особенность билда и так будет всегда. Не забывайте, что если бы вы качали здоровье, то герои смогли бы выживать. Но и урона вам хватало бы на гораздо менее высокий этап. Геймплей на высоких этапах Это похоже на бесконечные попытки прыгнуть выше своей головы. Если вы чувствуете, что у вас начались проблемы - вы не успеваете убить босса, то следует предпринять следующие шаги: -отключить автоактивацию способностей и дождаться накопления полного пула с маной. -включить режим убийства босса и активировать способность “Дыхание дракона” (лучше всего, если в этот момент будет работать способность Boris’a “Неистовство”. -если у противников осталось меньше половины здоровья, то повторить предыдущую способность. Если у противников больше половины здоровья, то с двух активаций “Дыхания дракона” вам их не убить. Это значит, что на босса маны уже не хватит.) -когда все противники, кроме самого босса будут мертвы, закидывать босса “огненными взрывами” Блейза. Если вы уже не можете убить босса и перейти на следующий этап, то можно сделать еще кое-что: -дождитесь активации способности Boris’a “Неистовство” -в идеале попасть еще и на активацию способности Muriel “Сбор” -активируйте все 3 свитка (если в дереве талантов персонажа еще не прокачано “Древнее знание”, то свиток здоровья активировать нет смысла) -активируйте военный стяг -Используйте предметы “Мешочек золота”, “Ведро золота”, “Ящик золота”, “Куча золота” -Проверьте, можно ли прокачать за золото общие характеристики и характеристики Блейза. Если можно, то качайте -Повторите последние 2 действия Это позволит продавить еще 3-4 этапа и набрать неплохое количество камней Firestone для престижа. Почему необходимо активировать именно свитки и военный стяг: Количество получаемого золота напрямую зависит от урона вашей команды. Чем у вас больше урона, тем больше золота вы сможете получить от предметов, которые его дают. Учтите, что “Дар Мидаса" на увеличение золота из этих предметов не влияет, т.е. его использовать бессмысленно. UPD Учитывайте, что это актуально только для игроков, пытающихся "выжать" из персонажа максимально возможный этап. Заниматься подобным постоянно слишком затратно - расходники чаще лучше продать в лавку, чем потратить подобным образом. В любом случае, подобный стиль игры подходит не для повседневных задач, а скорее для прохождения ключевых точек: открытие нового контента за счёт уровней, или новых героев за счёт этапов. Есть ли смысл делать престиж очень часто, или наоборот очень редко? Задерживать престижи, как такового, смысла нет. Фактической пользы от этого не будет. Однако, стоит так-же понимать, что и частые престижи тоже ничем не помогут. В целом, эта информация не для "совсем новичков", а для уже успевших поиграть и дойти хотя бы до 100-140 уровня игроков: Престиж сам по себе не имеет никакого влияния на прогресс, он скорее является накопительным бонусом, складывающимся из всех остальных источников любого прогресса (урона, дохода золота и эффекта фаерстоуна), единственное исключение - престижность, она влияет на него напрямую и мгновенно. Если проще, то НЕ улучшая других источников, бонусы от престижа с каждым разом будут всё меньше и меньше до тех пор, пока не перестанут быть ощутимыми вовсе. Отсюда вывод, что сам по себе престиж бесполезен без постоянного прогресса во всех остальных деревьях. Если говорить о личных ощущениях и опыте: Я привык играть лениво и делать престиж в среднем раз в 1-2 дня (по сути, только для того, чтобы не пропускать ежедневное задание) и часто выходило так, что накапливались довольно большие цифры (как правило, не меньше х100, но бывало, доходило до х1е4, иногда даже выше, в зависимости от того, что успевало выкачаться с момента предыдущего престижа). В какой-то момент решил проверить, что случится, если наоборот делать его примерно раз в 3-3.5 часа (в моем случае, это дойти до максимальной волны и просидеть на ней около 30-60 минут). В итоге, за первые же два дня, эффективность престижа постепенно упала сначала до х10, затем до х5, х2 и сейчас составляет не более х1.1. В конечном итоге, я пришел к выводу, что быстро набираемый престиж является показателем наличия некоего буфера, из которого можно в короткие сроки выжать лишние 1-2 уровня персонажа, но в общем счёте, нет никакой разницы, на сколько часто и в какой момент его делать - в конечном итоге, это не сможет значительным образом повлиять на развитие аккаунта. Какие выводы из этого делать, решать вам. Можно делать престижи чаще ради тех-же достижений на убийство боссов (весомой пользы бонусы от достижений не приносят, это скорее актуально для любителей выполнять сами достижения), либо выбрать более ленивый и размеренный стиль игры (всё же не забывая регулярно делать престиж). Так, или иначе, бонусы престижа никуда не пропадут - вы либо получите их сразу, либо они будут "храниться" в виде нереализованного запаса в десяток (иногда в несколько десятков) этапов. P.S. Я писал гайд, основываясь на своем опыте и стиле игры. Не берусь никого убеждать в том, что билд единственно верен и не имеет альтернатив - он всего лишь один из возможных и имеет не меньше и не больше прав на существование, чем другие. Буду рад любым отзывам и конструктивной критике. Возможно, именно с вашей помощью, мне удастся улучшить его и сделать еще более эффективным. Спасибо. Билд актуален на момент последних правок 12.10.2020, версия игры 4.2.0

--
--
3
--