Preparing Guide - Open Notes

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Preparing Guide - Open Notes

Postby Pol » Nov 28 2018, 9:49

Tengu - Good healer but otherwise one of most useless units in the game, why? It's damn missing cleanse.
Couatl - Similar to the above but a tad bit better. Coutal can heal, cast protection buff 45%PWR and can cast mend 75%PWR! The problem here lies in luck, you need to have it high to be on par with protection and also you need an enchantment here to self cleanse, at least. Generally cleanse and reduction from black dmg is what is the most missed here.
Druid - Great for cleanse, missing mend!

Motto: "Colors beat dots. Abilities beat sheer numbers."

You may ask why these units above exists? So, that's because in 2017 they added Fatique and that changed completely in game balance. They however didn't tweaked properly older units. It's like with Baroness, she's still useful but until 2017 it does rocked!
:wall:
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Re: Preparing Guide - Open Notes

Postby Pol » Nov 30 2018, 13:22

Tokens and Totems mining is best to be done on:
* Might over Magic (RANDOM)
* Bewithching Bayou (LUCK+PWR)
* Battle of Bards (DEF+HP)

However overall highest gain is from the Might over Magic, you can also farm here Kitten, Fowl(alias Angry Chicken) or Black Cat.
Last edited by Pol on Nov 30 2018, 13:22, edited 1 time in total.
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Re: Preparing Guide - Open Notes

Postby Pol » Nov 30 2018, 14:21

Tomes Mining:
The Ivory Excavation (blue,white) - Grunt, Squire, Soldier, Assasin, Defender
Scorched Earth (red, green) - Ranger, Bruiser, Hunter, Mystic, Bersekr
Shadows in the Sand (yellow, black) - Healer, Mage, Scholar, Bard, Warlock

Tomes use:
Grunt
Squire
Soldier
Assasin
Defender
Healer
Ranger
Bruiser
Mage
Hunter
Mystic
Scholar
Bard
Warlock
Bersekr
Last edited by Pol on Dec 2 2018, 9:00, edited 1 time in total.
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Re: Preparing Guide - Open Notes

Postby Pol » Nov 30 2018, 17:04

Strategies against Nymphs:
* if you are stronger, you can take out the Nymphs as a last. They have very low damage. You must be fast, before they can cast special.
* If you are not stronger apply just the opposite but beware, it's harder. Charge and prepare your Cleansers and Dispellers, having on them self cleanse enchants. Stun, silence or overpower the nymphs and then use your C&D. Silencing nymphs can be a very good strategy imho but you need to be prepared when you finish them, as this last special cannot be silenced.
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Re: Preparing Guide - Open Notes

Postby Galaad » Nov 30 2018, 20:55

Omg there is so much to say :D

Ok I'll just throw in random stuff too :oex:

Must known defensive synergies

- Wood nymph + Cloud nymph, stun and mass debuff.
- Ant + Hyena, hit harder, and harder.
- Mummy + Kitsune + Black Cat, or the lucky trio.
- Templar + Walrus, stun and kill. You can enhance them with smalls granting the respective buffs on which their abilities are based on.
- Dark Elf + Walrus + Ornithopter, stun kill die, raise from the dead and kill again.
- Lizardman + Pirate Kobold, hit everyone harder.

There is so many more but these are no brainers I had at the top of my head. :)

Underrated defenders

- Frost Eagle and Swan, they cleanse all 100% so any attack team relying solely on white nymph gets a good surprise!
- Succubus, needs to be fully awoken but can be very dangerous on dark weeks when she is.
- Devilkin, hits extra hard yet we doesn't seem that popular.
- Wolf, super hard to make work but he buffs the offensive stat of the week and heals everyone.

That's it for now :D
Last edited by Galaad on Nov 30 2018, 20:55, edited 2 times in total.

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Re: Preparing Guide - Open Notes

Postby Pol » Nov 30 2018, 21:54

These are pretty good! :D

** Enchants: **

Courage
Mammoth grants: HP (500-1000,2000-3000,)
Bison grants % Protection from debuffs (,10-18,)
Bear grants % dmg taken when below half HP(,,20-25)
Mongoose grants dmg taken from Poison&Burn(3-5,10-18,)
Boar grants % dmg taken from debuffed enemies (,10-15,)
Armadillo grants % dmg taken from Basic Attack (1-2,4-9,)
Crocodille grants % dmg taken while this Creature is at full HP (1-2,4-9,)
Rhino grants % dmg taken from Special Abilities (1-2,4-9,)

Honor
Panther grants ATK (100-150,300-500,700-800)
Turtle grants DEF (100-150,300-500,700-800)
Tiger grants % dmg against enemies at yellow HP (3-5,10-18,)
Porcupine grants % chance to counter with Basic vs Special ability (3-5,10-18,)
Eagle grants % dmg against debuffed enemies (,10-15,)
Hyena grants % dmg against enemies at red HP (,20-30,)
Toad grants % to drain 5% Mana on Basic Attack (3-5,10-18,)
Badger grants % dmg against Large or Boss enemies (,10-15,)

Spirit
Rabbit grants LUK (100-150,300-500,700-800)
Pack grants % PWR Heall all on Deathblow (4-8,15-25,)
Lizard grants % chance to Cleanse one debuff from self on Basic Attack (,4-9,)
Spider grants % to cause 2-turn 25%PWR Poison on Basic Attack (,10-15,)
Wolf grants % chance to cause 2-turn stat debuff on Basic Attack (,10-15,)
Phoenix grants % chance to cause 2-turn 25%PWR Burn on Basic Attack (2-4,10-15,20-25)
Owl grants % chance to generate a Mana ball on Basic Attack (,15-25,)
Vulture grants % HP Regen on Deathblow (,10-18,)

Wrath
Lion grants PWR (100-150,300-500,700-800)
Shark grants % crit dmg (10-20,40-60,80-100)
Buffalo grants % combo multiplier dmg(,20-30,40-50)
Mantis grants % chance to doublestrike with Basic Attack (5-10,20-30,)
Viper grants % chance to Detonate DoTs on Basic Attack (,4-9,)
Leopard grants % dmg while below half HP (,15-25,)
Falcon grants % crit rate (1-2,4-9,)
Dragon grants % dmg while at full HP (,,23-30)
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Re: Preparing Guide - Open Notes

Postby Pol » Dec 1 2018, 22:36

Dungeon Defense Minimum
* Even if you just start the minimum are 2d units and your goal is to fill it completely with all 4d units. More dots = faster secondary attack chance. Never waste your time on zero or 1D units!! Summon or farm instead to get better ones.
* The first wave is the one where you should destroy most of your visitors, use stun, silence and some strong units to attack.
* Utilize units synergies. Most units needs to have stronger PWR but there are some which secondary is based on ATK or LUCK, they have natural advantage here. Defense for secondary is also not bad. As everyone expect just PWR.
* Don't feed your visitors with pure healers. Although there are scenarios in the beginning combining healers, buffers and attackers in the first wave they are likely to work only in Bronze Tier.
* Nymphs are superb but you need to combine them with others. Just alone they are too vulnerable.
* Having Walrus, Cockatrice, Dark Elf or Drakes in the second wave is often a very good idea - because they have strong attack, first two combined with Stun.
* Third wave - Get here some Stunner or Silencer with a strong attack, Titans are almost always good, Phoenix is acceptable ( = strong but too much known), Blue Dragon, Cerberus... Just be aware of fact that even if some Legendary units are great team supporters, they don't tend to work so well alone.

What is most terrifying combination to met? Stun + Fatique, if successful it can decimate even the strongest teams. Aka, in line with White Nymph + Statue + (Black Nymph or Eagle or ..)

Also keep in mind that some units can ignore defense or have nasty enchants.

The other things influencing the results are enchants - which you can buy, awakenings - which some are critical (and it's expected that you always use fully awakened creatures asap), bonuses from your Kingdom, Shrines(ATK,DEF,LUK,PWR by Color) and Keeps(HP) and dungeon bonuses based on reward rotation. Now there if the reward is Legendary, there are two color bonuses. If not, there's just one. Also you can temporarily boost your armies from Kingdom, where apart from Castle each building can be "boosted".
Last edited by Pol on Dec 1 2018, 23:21, edited 3 times in total.
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Re: Preparing Guide - Open Notes

Postby Pol » Dec 15 2018, 12:31

Kingdom Battles - meet your nemesis each weekend in your kingdom!

Stegosaurus - Pegasus can be utilized nicely here
* You need to keep him debuffed, to prevent "his tail blows"
Asura - you can solo it on hard with Siren
* You rely on cleanse, to prevent Asura's Burn
Kirin - you can solo it on hard with Minotaurus
* Dispel, is the key word here. However if you want to move it to Brutal level you need Steal and Stun and/or Silence. Not even a second can be Kirin left with any enchant. The Kirin sends dispel and cleanse quite regularly.
Used Army: Beetle,Unicorn,Black Nymph,Space Papa,Couatl
(Stun, Steal, Heal and fast mana recharge is a key here. Couatl is here to speed up the healing process.)
Anubis - next week..

Rewards:
Easy(30) - something to make you happy, like few quick coins, totems or some idol.
Hard(50) - somewhat equal to Lady of the Lake rewards
Brutal (70) - vary from 3 Leg to 3 Epic essences, with an AVG 1 Leg and 3 Epic essences

How it work with Cleanse:
* With an exception of a few creatures (Arcane Eagle, Swan) , no one is having "Cleanse All" ability. So for others Cleanse ability vary from 1 to 6(Druid). Many creatures (Shaman, Pegasi) get +1 Cleanse with its last awakening.
* Even +1 Cleanse will always remove all poison or burn.

How it work with Steal:
* Kinda better, you steal enemy buff(s) and use them for yourself. Of course, that you cannot steal burn or poison. Only Black Nymph can Steal all buffs at 30% potency. Providing a better effects for higher number of stolen buffs.

How it work with Protection:
* Protection effectively harden your luck but it cannot contain Cleanse, see Enchantments if you would like self-cleanse.
Last edited by Pol on Dec 15 2018, 23:46, edited 2 times in total.
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Re: Preparing Guide - Open Notes

Postby Pol » Dec 28 2018, 23:37

Special Creatures:

Not Summonable:
* Jade Dragon (GREEN) - for 4 accepted game invites
* Corrupted Angel (BLCK) - fore becoming VIP8
* Wood Nymph (GREEN) - obtainable at BT29
* Indra's Consort (YELLOW) - obtainable at BT29
* Aura Nymph (WHITE) - obtainable at BT29
* Chaos Nymph (BLCK) - obtainable at BT29

Not Summonable and only as Enemy:
* Enchanted Halberd
* Enchanted Shield
* Training Dummy
* Enchanted Hammer
* Flying Eye
* Cauldron
* Enchanted Skull
* Ballista
* Alchemy Table
* Tombstone (Heals & Ressurects)
* Scarecrow
* Enchanted Star (WHITE)
* Enchanted Snowflake (BLUE)
* Sabotaged Summon (Black Hole/Collapsing Star/Dark Cloud - BLCK)
* Red Fountain (RED)
* Brambles (GREEN)
* Lightning Ball (YELLOW)
* Bomb

With dual attack:
* Kobold Captain (PWR & ATK)
* Clurichaun (buff/debuf PWR+LUK & LUK 7-77% staggering attack - awakening required)

Units with no secondary attack (but buff/mend instead):
* Mask
* Statue
* Pegasus
* Joker
* Bard
* Druid
* Space Papa
* Couatl
* Ornithopter
* Butterfly
* Dragonling
* Swan
* Technician
* Nevermortician (Raven)
* Faerie Dragon
* Pixie
* Muse
* Siren
* Unicorn
* Hunchback
* Troglodyte Shaman
* Dire Wolf
* Dragon Turtle
Last edited by Pol on Jan 9 2019, 22:00, edited 5 times in total.
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Re: Preparing Guide - Open Notes

Postby Pol » Jan 9 2019, 19:33

Guild Wars

Throwing in some numbers:

Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 720-1080-2520
EPIC: 180-300-720
MED: 60-120-300
COM: 15-45-120

So as you see there's one small hitch, to have formidable epic armies you would need the max to be 1080. But it's not. Considering prices for upgrades, Legendary clearly wins in price/performance ratio. :wall:

See the Legendary Strength table:

Code: Select all

XXXXXXXXX   FA-Bronze   FA-Silver   FA-Gold
Size Bonus   113400   126000   151200
Color Bonus   163800   176400   201600
MD Bonus     214200   226800   252000




Bonuses:
Same Size: +100% base strength or nil, if you even one not matching it
Max Combo Dots: +100% base strength or nil, if you even one not matching it
Enchant Bonus: Bronze + 25% - Silver +50% - Gold +100% or nil, if you even one not matching it

Size : Fully leveled up tier 1 - Fully leveled up tier 3 - FA and totemized tier 3
LEG: 720-1080-2520
EPIC: 180-300-720
MED: 60-120-300
COM: 15-45-120

Kingdom
Sweet 'Mystery' lies in Shrines, if you have them above level 25 then even common creatures with level one have quite high primary attributes, it's alike +1000 to everything :D

How much adds lvl 28 Shrine with FA Leg(12stars)?
PWR: 1050
ATK: 1155
DEF: 1155
LUK: 1155

And lvl 28 Keep with FA Leg?
HP: 7980
Last edited by Pol on Jan 9 2019, 20:21, edited 2 times in total.
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