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Similarly, cupid's base bonuses in campaigns are only on divinity, which you will likely only use once in a while at most, so it is also a good candidate for those early "other" classes.
If your aim is to evolve pets, getting an alchemist before the blacksmith might not be a bad option as it lets you turn tier 0 loot (herb, iron ore, ice block, woo, feather and hot stone) into higher tier ones that are needed for most of the evolutions
They still deal quite a bit of damage, my rabbit mage deals more damage than chicken assassin when there a summoners and about the same when there are none.
They are however glass cannons and in depth 2/3 they will die before they can even attack if you don't have a defender.
Regarding adventurer: There are some pets like dog, fairy or robot who have other bonus classes but are much better suited as adventurer due to their high bonus for the important campaigns.
As fel has already said an alchemist will allow you to get higher tier material and therefore evolve pet faster, they can also create holy water which the scrapyard event requires (holy water and a rogue pet) which gives pets stones and GP.
I wouldn't recommend a second blacksmith early on especialy if you don't have that many pets.
Chocolate is the only pet food that won't be lost on rebirth, but it can only be gained during events or if you have pumkin.
Adventurer:
Mole / Camel / Hedgehog / Afky / UFO / Pandora / Hydra / Cupid / Eagle / FSM
Stone / Pumpkin / Goat / Cloud / Ape / Shark / Robot / Chocobear / Book / Undine
Mage:
Rabbit / Dragon / Wizard / Slime
Rogue:
Squirrel / Rudolph / Ghost / Penguin
Defender:
Dog / Turtle / Whale
Supporter:
Mouse / Doughnut / Fairy / Panda
Assassin:
Cat / Egg
Alchemist:
Question / Snake / Phoenix / Gold Dragon
Blacksmith:
Crab / Octopus / Pegasus / Chameleon
These classes would allow you to run the following dungeons and fulfil all event criteria for depths 1, 2, and 3:
Scrapyard or Forest:
Turtle, Egg, Cat
Rudolph, Panda, Wizard
Water Temple:
Crab, Slime, Penguin
Mouse, Rabbit, Doughnut
In a perfect world, the final team would be able to run either Volcano or Mountain as required but I couldn't figure out a way to get that to work so here are the teams with one minor change between them:
Mountain:
Dog, Chameleon (wind), Whale
Ghost, Fairy, Dragon
Volcano:
Dog, Chameleon (fire), Whale
Squirrel, Fairy, Dragon
Squirrel's at the back because I'm expecting to run Water Temple, Forest, and Mountain most of the time so he'll likely be underleveled. Can always swap whale and squirrel around if survivability isn't a problem and more DPS is needed.
As for Undine... well they may be the best dungeoneering pet but I couldn't find a way to fit them into more than one dungeon (they'd be in the Water Temple in place of penguin) so I figured I'd be better off making them an adventurer and switching penguin (who didn't have a role otherwise) from assassin to rogue.
My egg is an assassin. - no regrets.
My squirrel is a rogue. - no regrets.
My rabbit is an adventurer. - no regrets. In-fact if I'd made him a mage, I might have regretted it a lot more, due to the fact he provides extra levels in level campaigns.
My mole is an adventurer. - no regrets.
My cat is an assassin. - no regrets.
My cupid is an alchemist. - minor regrets, but I needed one at the time, and nowadays I need two. Not regretful enough to change the class, not yet.. maybe one day when I have a third alchemist and spare pet stones I'll buy a class change token or something. but the divinity gain isn't all that useful for my play style.
My camel is an adventurer. - no regrets.
My fairy is a supporter. - ...difficult to say. She has +items income.. and better heals. Adventurer or Support? - ... there's no right answer.
I haven't decided what to do my dragon.
Still working on a few evolution - like turtle, dog.
Up next will be Shark, then I can move my Afky clone out of the dungeon group.
Hope this helps!
15 Chocolate 1%
6 Chocolate 2.0%
3 Chocolate 4.99%
As you can see from those odds using lucky draws to gather 100 chocolate takes a while.
Alright so far I'm seeing:
Rabbit: Mage can work (+bonus), many like Adventurer
Mole: Alchemist can work, most like Adventurer (+bonus)
Cupid: Adventurer (+bonus) for sure.
I don't see myself getting any new alchemist-candidates in the near future which is why I'm trying so hard to find one now.
I'm curious, for those opting for mostlky adventurers - is it because you were already high-level and had a ton of pets when dungeons/evolving came out, or campaining is just more useful to the overall game, or other reasons?
Trap mechanics can wipe out all your loot.
Being too slow in a dungeon room ends your loot up until that point.
I, hate, traps. =)
With campaigns? I get what it promises to give me.
On the other hand it's also the dungeon with the least amount of extra rewards from events, but it helps levelling your team without risking losing your drops to say 5 pit traps in a row.
All you can really get is extra growth by spending quite a lot of food (if you have a fridge and tons of lower tier food it's not a bad idea.
Later on, when your pets are strong enough to wreak enemies on difficulty 4-5 (the drops start to get fairly nice even without any of the pet stone bonuses at those difficulties) it's not a bad choice to start using your alchemist to make the consumables you need and get a lot more out of the dungeons.
Difficulty 4 and above might sound really far but as you get more and more loot from a dungeon you get the possibility to equip your whole team with that element's gear for significant elemental resistances (even with the most basic tier and poor quality), letting your pets survive a lot longer to monsters.
For whatever it's worth (obviously the way I do dungeon stuff can't be called any kind of optimal) I've got:
* Rabbit as mage
* Camel, Cat, and Chicken as assassins
* Squirrel as rogue
* Mouse as supporter
* Mole as defender
* Cupid as adventurer
* 42 as alchemist
* Crab as blacksmith
I've seen it suggested that Camel actually ought to be a blacksmith since it's the easiest way to cover event requirements in the fire dungeon. I've seen it suggested that Cupid ought to be a blacksmith as well for the same reasons regarding events in the wind dungeon. Crab is a blacksmith specialty anyway, but that one specifically is also a good choice for blacksmith since it satisfies event conditions for the water dungeon. The earth dungeon does not call for a blacksmith in its events so you can get away with not having an earth blacksmith. (Although I have it in my notes where I attempted to plan things out that I intend to eventually make the Panda a blacksmith... That could change if I decide to change the Mouse's class though. But of course, evolving the Panda at all is going to be way far off in the future anyway. Soooo many materials being asked for.)
In my notes, I had planned out that I'll make Penguin and Donut assassins as well. Penguin has the specialty. Donut... Well, I'm just going for a bad joke there, I guess. Shark will not get to use its assassin specialty though. Shark will be matching its 100% growth campaign bonus up with the adventurer class. Same goes for the Ape's 100% growth campaign bonus.
Personally, I have no regrets about making the Rabbit a mage and intending to stick with specialties and eventually make Dragon and Wizard mages as well. I have it written in my attempts to plan things out that I'll stick with the specialty and make Slime a mage as well, but that's going to be one of those hard sells with her 25% in all campaigns. (I'd need to have a really good adventurer lined up to replace her in the growth campaign. Guess I'll see how things look when I'm close to being able to do that.)
I have it in my plans to go along with the specialties and make Dog a defender and Fairy a supporter. It will be regrettable not making use of the 50% item campaign bonus that they each have, though. I don't expect to have a third dungeon team going for a VERY long time, so in my plans I slotted in some really high material cost evolutions for the third defender/supporter pair: UFO and Gold Dragon. They're both neutral so they'll be good for any dungeon. UFO's regular campaign bonus is only for multiplier campaign so I won't see it as any big loss keeping it from going along with its adventurer specialty. Goldy's specialty is alchemist but I'd rather try to get all the alchemists I'm going to get earlier, rather than later.
About alchemists though... In my plans I have two other intended alchemists: Snake and Phoenix. Although the materials required for each of them seem a bit high / a bit inconvenient...
I have planned that Rudolph and Ghost will be rogues. Ghost is long term and will be a pain to evolve though. Anyway... I plan to let the Goat be adventurer instead of rogue. Missing out on Rudolph's 35% bonus for the item campaign? I think I'm fine with that. Missing out on the Goat's 100% bonus for the item campaign? Nope!
Just about everything else should be adventurer in my plans, unless I forgot to mention something.... Oh, I didn't mention that I have Octopus planned for blacksmith. My plans are kind of overloaded with blacksmiths though, so maybe I might go against specialty and make it an extra alchemist instead? That's not a convenient early-ish option though. I'd probably get both Snake and Phoenix evolved before I get anywhere near evolving the Octopus.
* Rabbit as mage
* Chicken as assassin
* Squirrel as rogue
* Mouse as supporter
* Mole as defender
* Cupid as blacksmith
i am not yet sure which pet to put in the frontline and which into the backline
At the moment:
Frontline: Blacksmith, Defender, Supporter
Backline: Assassin, Mage, Rogue
i am thinking about putting the Rogue and Assassin to the front and the Support and Blacksmith into the back but i am not sure. Any advice?
As for my two cents on the mage/adventurer uselessness: I couldn't disagree more. Mages are amazing in dungeons (especially when summoners are present) and are only going to get better as they level up (once they graduate to four targets instead of three at class level 20, they're easily going to be the most damage available). Adventurers equate to more pet growth/stones and that's just uber.
My personal plan is to evolve every pet to its speciality with the exception of Shark, Ape, Robot and Cloud who will all be adventurers due to their massive boost to growth/item campaigns (and Fairy's existence as an alternate wind supporter for Cloud).
Regarding your formations, Myrador: Assassins should definitely be in the front line so they don't suffer the back line damage penalty. Supporters should probably be in the back line to increase their survivability and their damage is nothing to write home about anyway.
A note to add to that, though: If you do get the elephant it's like the ghost in that it has a dungeon-specific bonus that's active even without being evolved. The elephant's bonus is that enemies that attack it will start taking 3% (or 1.5% for bosses) of their max hp in damage each turn.
don't need a fridge for chocolate
And then I thought the obvious choice was to make cupid alchemist. The reason being you kind of need one to start getting good items, and also for stuff like flying boots (you can get by without those items, but mountain is really good for pet growth if your party isn't high level and the pit both slows you down and damages you so it sounds really bad). And I didn't see another good option at the time (I was early in UAC so bee was gonna take quite a while to get). It doesn't seem like having an alchemist with the bonus is really a big deal, because all it affects is crafting speed, which means its gonna take a long time and a lot of alchemist levels before you really start losing out on much.
Also, you should go for 2 blacksmiths. They help your party deal more damage. Their speed loss isn't a big deal early on when the speed boost barely increases your number of turns, so they're powerhouse fighters early. And they're necessary for an event in both the water and wind dungeon. So you want one crafting and one in your party.
That's my impression at least, I'd probably take other people's advice over mine cause I'm not all that far into the dungeon.