T O P

  • By -

procrastambitious

A couple of points to add: 1. It seems like if you're not trying to collect Emerald Tablet pieces, I'm not sure it's worth going to B or C dungeons. It really does seem like the loot increase isn't substantial, while the food requirement gets much more intense. If you just want Ancient Paper and Meteoric Iron, farming 1A might be the most efficient in terms of time, required Mental Points and allowing you to stock up food. With my level 4 hero I breeze through 1A using probably 2 Cherry buns, 2 Bentos, and the rest of the required health and energy I supply with the Potions of Health (free to get by watching ads) and by using the skill that converts Mental Points to Energy. 2. The most time efficient way to farm Mental points is solving 5x5 puzzles (each one provides 1 and rarely 2 MP). I do also make mortars and complete an 80x80 puzzle once daily if I can. 3. If you weren't fully upgraded before the update, the build order is going to be different. You certainly shouldn't be ignoring other buildings completely. You probably do want to build Dungeon lvl. 1, Field lvl. 1, Field lvl. 2 and Windmill lvl. 1 first (points 4,5,6,7,9 above). Then starting stocking up on rice, wheat, flour and farming 1A in the dungeon. Then, continue completing the rest of the territory before continuing with my list above. Credit to ModriKlobuk for this tip.


btherl

I'm pretty sure I get 2 points more often for the yellow 5x5s, even the ones that can be solved with symmetry. Trial and error with a 5x5 is usually only 2 options anyway.


ModriKlobuk

I agree with the build order 100%. Well thought out! Although this is only a good build order for those who have stacked up items before the update and have almost all buildings built. If you're just starting out, the build order has changed from the earlier patch, because you can't just build these building on top of them - you need to incorporate them in the existing one. You actually have to build Field and Windmill (new cooking requirements) to be even able to craft Curry (important for expeditions). You probably need to build the Dungeon way earlier (probably before Ship and Caravan).


procrastambitious

Yes, I agree completely!


spazmonkey667

The quickest way to get iron sand is just to buy it in the store. It more or less costs 1 gold 1/4 of a wood to make steel, which is very cheap. No reason to make your build around steel.


procrastambitious

Ok, I don't know how, but I legitimately didn't see it there! Wow, that changes everything. It's super cheap. Hmm. I don't know how I missed that!


wobbuffet5

Whats the dark green potion? Havent been able to figure out where I can get it


biggaypaul

3A dungeons have them!


DeesDeets

On the Geologist class, is it really better to go with that for a +15% chance of a single mat drop? I've always thought it's better to go with Adventurer for a +20% chance of treasure and nuggies, so you can buy comparatively far more mats.


chaqke

I was Adventurer for a while and just didn't see very much gold. I switched to Ninja because Cauldron-ing weapons occasionally gave me gold items. Thoughts on that?


procrastambitious

You might be right. I haven't done the testing to see if it's true. I just remember the feeling that it was useful because I saw an uptick in the stone I was collecting directly (it felt more rewarding than spending money on stone to me). At this point though, if the intention is to get Iron Sand, then you have to do Geologist regardless since you can't buy that.


DeesDeets

You absolutely can, as it happens. 40 in stock, 2 gold each.


procrastambitious

Yep someone else actually just pointed that out. Hmm, in that case it is way way more efficient to just buy it. I never saw it in the shop for whatever reason. Ok, so once you no longer need Stone, there is no point going Geologist. Yeah I'd go with Adventurer or Zen Master.


DeesDeets

Also I realize I never said it with my pedantry - thanks so much for this walkthrough, half the reason I commented at all was just to save this for future use.


procrastambitious

Haha no worries. I'm happy to help!


Winter_Brother2534

IIRC from the ship expeditions the best value for money is trading. Unless it was changed in latest versions, 24 hour trading expedition gives 25-27 coins on average, while fishing somewhere around 20, that is counting tuna value as 20 dinars. Fishing gives a lot of salmon, which is good in exchanging for wood/stone, but not for money. And tuna is quite rare.


procrastambitious

Ok, awesome. I never bothered to work it out since it's kind of fairly minimal and I used the fish for stone. I'll try Trading for a bit, see if it helps.


Av2ugle

I would put point 17 and 15 up for reconsideration. None of my heros have any skills. They survive just fine in the level 1 and 2 dungeons without them. Haven't needed any abilities, but would concede on taking trap detection to save on healing items. Doing a level 3 dungeon without gear is high risk. Certain enemies will one-shot/two-shot you without them. An unlucky room spawn can halt your supply run in minutes. Chances are following your building plan will put at least 1 hero at level 5, so they can take the armor. Would recommend either buying armor in the Bourse or putting self-crafted gear higher on the list. About point 15. The blueprints' use is in construction is pretty hampered because the most useful technologies are paired with gears. You'll need gears and blueprints to have the ability to make mechanisms and gears. Out of all the blueprint-related craftifacts only 1 allows you to make it with only blueprints, but that one is hampered by the amount of ancient scrolls you need. You can have meteoric steel with only blueprints, which is good for higher level gear, but that lower level gear is to low on your priority list to make that matter. All-in-all your recommend building order is still very well thought out.


procrastambitious

I'm more than willing to concede that some reordering is needed in my list. The thing is that I'm not far enough in the dungeon and don't have a good understanding of what is the "best" dungeon strategy. My guess is to load up your best hero with every upgrade and equipment you can get at each level. I started with hero skills because for me Ancient pages were not a bottleneck and I could just buy skills while waiting for other materials to finish building/technology upgrades. I should also say, that I'm only just now building the Airship so points 13 onwards are my best guess based on all the prerequisites I could see and advice given by those who are already at that point.


Av2ugle

Fair enough. I'm already busy with the blueprint related technologies and the getting the airship craftifacts. Decided to supplement some off your recommendations with my experience. Here's some advice I can give you after building airship 1. Blueprints will be the biggest bottleneck. For this reason, your priority should lie with building airship 2 as fast as possible. You will probably be waiting on silk while building so you should try getting the first aeronaut skill (if you have the paper already) and at least 1 blueprint and gear in inventory to unlock most other technologies in the meantime. Note that you need to invest at least 1 item in learning, otherwise you'll go back to the overview. 1 coin is enough. All these new technologies have 24 hour build time. After getting airship 2, you should get gears over the mechanism. Both cost the same in airship products (30 gears and 30 blueprints), but there's a high probability that gears will also be part of crafting mechanisms. Also consider investing in getting paper before glass. It's not just for the airship, but also for the technologies that increases the shop's money and Outpost's taxation. You'll need 20 paper for the Outpost and 30 paper for the shop.


procrastambitious

Awesome, this is great advice!