Guild Quest

Guild Quest

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GuildQuest Player Guide
By Reebo and 1 collaborators
Info, how-tos, game strategy, card guides and more.

Updated 3/24/2017
-Updated notes, tables nd references to reflect the new Prestige system
-Minor edits, typos, etc cleaned up.

Updated 3/16/2017
-Added new forge recipe
-Icedale spawn/drop information

Updated 3/9/2017
-Added Forge Recipe list on the "Drop Rates, Boss Times, Stats and More" section

Updated 3/7/2017
-Added Guildian Chest drop rate chart in the "Drop rates, Boss times, Stats and More" section.

Updated: 3/5/17
-Updated chest drop rates for the chest consolidation and new epic chests
-Updated island boss listing, timers and drops for Mighty 2
   
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Intro
Hey, I'm just a player like you. I rather enjoy this game and I've been answering a lot of questions on the forums and it's easier to post a link than to keep copy/pasting the same info notes again and again so I figured I'd put them into one place.

If you see something wrong, or wish to add a note, let me know.

I've gotten started with the basic that are asked the most and will keep adding as time permits.

As this is still early in the beta period, all information is subject to change as the developers introduce new features, change maps and features and re-balance the game to increase playability.
Cities and Plots
A quick overview of how to manage your Guildhalls.

When this guide refers to Guildhalls, we’re talking about the buildings that summon various classes of Guildians.

Placing Guildhalls
When you are on an island, there are one or more Cities. These look like a town hall with some plots of land around them. Cities will sit at the beginning of a quest "path".

Here’s what a starting location looks like with a plot for adding a guild hall.



When you click on the city, it will take you to the City Planning screen. Here you can add guildhalls, or upgrade the plots.

The City Planning Screen


By clicking one of the empty plots, you can open the "Pick a Guildian" screen which will in turn let you choose which type of guild hall to build (Explorers, Cleircs, Fighters. etc.) You can tell how many guild halls of each type you have available by the number shown above the portrait in the Guildian list. In the example above, there are one Cleric and one Fighter card available.

After you place a guild hall, it will begin summoning Guildians of that class. They wil begin venturing out and following the quest path.



The path that the Guildians move to is the trail that your Guildians will travel down looking for quests. Some island locations have only one path, some have up to 3.


Leveling Up Guildhalls/Plots
The trick to this is that you do not level up a Guildhall card. you level the plot of ground. You can move your guildhalls around to other quest paths and other islands, but the levels stay on the piece of ground you leveld up.

On the City Planning Screen click on a plot's "upgrade" button to improve that plot. The upgrade screen looks like this:



There are two ways to upgrade a plot:

Upgrading the "Spawn Time" Summon Rate
The summon rate determines how quickly a guild hall located on this plot of land will summon new Guildians. The lower the number, the faster they summon.

Upgrading the Maximum Guildians
Upgrading the maximum will allow this guild hall to summon more Guildians at the same time.

The combination of the two determines how many Guildians you will be able to get onto the path at any given time. be careful to balance these two. There's no need to spend all of your money upgrading your spawn rate to maximum if you are still limited to only 1 maximum Guildian for that plot of land.

It is worth noting that all plots are not created equal. On each starting location that has multiple plots, the leftmost plot will be the least expensive to upgrade. The rightmost plot will be the most expensive, with varying degrees of cost between them. So choose your plot upgrades wisely.

Removing a Guildhall
On the City Planning screen, you can use the Eject button under any guildian card to return it to your inventory. This will free up the card for use in other locations and allow you to place a different card in the plot if desired.

This is an important part of your strategy as you will want to find ways to optimize what guilds you use on what islands. While leveling up, you will not get enough guilds to place a guildhall on every plot in the game.

When a guildian card is ejected, all guildians that spawned from that card are instantly removed from the quest path.


How to Get More Guildhalls
As you progress through the game, you will continue unlocking new Cities and plots to put guildhalls on. But you wil not easily get enough guildhall cards to fill all of those slots.

Some ways to get more guildian cards:

  • In most situations, Bosses at the end of a quest path will give new guildhall cards when they are defeated the first time. Not all bosses give these the first time, usually if they are the gatekeepers to a new island and give a key they also give guildiands.
  • Farming boss chests can -rarely- give guildhall cards. Blue chests have the best chance, though it is a low percentage. Green has less of a chance and normal white chests have even less chance.
  • You can obtain guildhall cards from the store using gems you farm from boss chests or purchase from the game developer.

Some guildhall cards have limited availability. The Thief and bard cards are not available as "regular drops", but can be obtained directly from the store or as a chance from a "Guildians chest".

Quests and Quest Chains
A quick overview of how to manage your quests.

Each island has one or more quest paths that each begin with a City. Along those paths, you will see a series of yellow boxes with "+" signs in them. these are quest locations.


This path shows a starting point with plots at the top with a City at the top, a path leading through several quests and ending with the Boss quest in the lower right corner.

Most, if not all, quests after the first on an island will have prerequisits. These take the form of saying that a previousu quest must be increased to a certain level before you can place a new quest.

Placing Quests
Along the path that leads from your City, there will be a number of spots where you can add quests. look for the yellow box with a "+" sign.


Click on the Plus sign and you'll go to the screen allowing you to add a quest to that location. If there are any prerequsits for the slot, you will see them listed. If the prerequsits are met, you will see a list of quests available for this location.



Each quest spot will support one of the following:

  • Search Quests only
  • Combat Quests only
  • Search or Combat quests
  • Boss quests

Boss quests will be slected automatically for boss quest spots. These are always the last quest in a quest path.

Guildians will only traverse the path until they reach an empty space. If you fill in quest locations 1, 2, 3 and 4 but then delete #3, your Guildians will stop after quest 2 and return to their guildhalls.

Typically, the further down the quest chain you go, the harder they get. You will be given a choice between two quest types (maybe more types later):
  • Search type quests (denoted by the magnifying glass)
  • Combat type quests (marked with the crowed swords)

Search Quests
These present no danger to your Guildians. It’s just a period of waiting. Different Guildians are better at searching than others. For example, an Explorer can search much faster than a Fighter.

The more Guildians that arrive at the search, the faster it goes.
Higher level search quests offer better rewards, but longer searches.

Combat Quests
These are a life and death struggle for your Guildians. During each turn of combat your Guildians deal damage to the enemies and the enemies deal damage to your Guildians. If your Guildians win, the quest is completed and they will proceed to the next quest. The quest itself is now in “cooldown” and will reset after its timer expires. The time for a combat quest to reset is shown on the quest info screen.

The more Guildians that arrive at a combat, the more that will participate, dealing more damage to foes, but also taking damage from them.
Leveling up combat quests makes them harder to beat, increases the rewards given and reduces the cooldown timer.

Leveling Up Quests
You will quickly see that building all of the quests on a quest path will require leveling up some of your quests to meet the requirements.

To level up a quest, click on it to open the quest. Then on the quest panel on the left hand side, click the upgrade button.

The upgrade button shows the gold cost of upgrading the quest. The button will be dark green if you do not have enough gold to purchase the upgrade and will be light green if you have enough.

When you level up a quest, the stats on the quest will change.


Here we see a sample Combat Quest that has been placed. The quest stats are shown:

  • Heart; How many hit points this quest has. Your Guildians must deal this much damage to win.
  • Swords: How much damage this qust deals to your guildians each "turn" of combat
  • Clock: How long the quest will stay in "cooldown" after being beaten, before it resets and must be beaten again
  • Gold: How much base gold is rewarded for this quest.
    XP: How much experience this quest gives.

If this were a Search quest, the display is a little different.


  • Magnifying glass: Search amount. This is how much searching has to happen before the quest is completed.
  • Gold: How much base gold is rewarded for this quest.
  • XP: How much experience this quest gives.

The yellow numbers beside each stat on a quest shows what change will occur if the quest is upgraded. For example on the search quest, the Gold reward is 3.60k. If this quest is upgraded again, the amount will change to 3.62k.

Not all upgrades are linear. For example, as you upgrade some quests the amount of gold added per upgrade increases.

Removing a Quest
If you click on a quest to open it, you will see on the tab of options appears a shovel. Clicking this will remove the quest from the path.

Guildians will not proceed down a path past an empty quest location.

Why Would I Want to Remove a Quest?
Remove one quest type (such as a hard combat quest that you are having trouble with) and replacing it with another type (such as a search quest).

To downgrade a quest. Maybe you got over anxious and maxed out a combat quest that is now far harder than you ever wanted it to be. Just delete it and re-add the same quest as a level 1 quest.

Removing quests does not return any of the gold cost you have previously spent upgrading that quest.
Guildian Types
Guildian Types
Explorer
Great for search quests, and paths with limited combat proficiency. These fellows can clear a search quest with optimum efficiency.
Special Ability: Being fabulous and a high Adventure score.

Fighter
The Bosskillers of the realm. The real strength of the warriors isn’t felt until you face off against a boss and see the extra damage that they do.
Special Ability: Deal sextra damage during boss fights

Mage
When you want a lot of things dead, you bring a flamethrower. mages specialize in putting out lots of damage. But be sure they bring along some friends to keep them alive.
Special Ability: Deals damage to all enemies at a fight (when a quest contains more than one enemy. This ability is difficulty to quantify as the number of enemies is not visible to players other than the animated sequence representing the quest and we're not entirely sure that's an accurate reflection either.)
Clarification on Mage Mechanics from DSH Dev post:
Unfortunately the only way to determine number of enemies is to count them, which is quite annoying. We'll expose the min/max and current enemy counts within the quest details in the future.

Chain lighting is basically a multiplier. If a node has 10 enemies, a mage has a chance to do 10x damage. This gives them good initial burst damage, but dimishes as the enemies die.

Cleric
The "Friar Tucks" of planet Guildians. While somewhat fragile in combat, they can keep their teammates alive as best as they can. Nothing beats a nice search quest break between two tough combats to give clerics a chance to top everyone off. If you can get 3 or more clerics into one battle, you'll be surprised at how much they can accomplish.
Special ability: Heals all guildians near them.

Knight
The battle tanks of combat operations. By adding to the defense of everyone present in the battle, they help others stay alive. With great defenses, the last man standing will almost always be the Knights.
Special Ability: Provides a boost to the defense of everyoen in the same fight. Stacks, so multipel Knights means even more defense.

Thieves
Sticky fingered opportunists. Every quest that has a thief present will enjoy a nice bonus to the amount of gold earned for that quest. And the more the merrier.
Special Ability: Gets a 1% per level increase to gold found. Stacks, multiple thieves means even more gold bonus.

Tip: Thief gold bonuses are multipled in with the Quest card bonuses to give some really large bonuses.

Bards
It's all about the story, the song, the experience. Having bards present at a quest yields a better experience... and more experience for you.
Special Ability: Gets a 1% per level increase to XP earned. Stacks, multiple bards means even more XP bonus.

Dark knights
They're dark. They're mysterious. They're evil. But they're still the life of the party, and hold teh high score on Dance Dance Revolution!
Special Ability: Deals bonus damage that scales up with Prestige levels.
Progression and Strategy
Staying Efficient
When you start the game and as you progress through the islands, you accumulate guild cards. these allow you to place down a guild into one of the available "plots".

Your strategy of how and where to use the guild cards is a core mechanic of the game. You will not receive enough to fill every plot in the game as you level up. You have to pick and choose which to use for a given map to use the least necessary to accomplish the task, so you have more left over for new islands.

A big part of this is that you can dig up your guilds and take them with you to use on other islands. leaving behind just what is needed. You’ll find that many of the low level islands that might have put 2 or even 3 guild halls on to get them completed can be maintained by a single maxed out guildhall.

So lets take a look at a theoretical example (I'm not going to try to recreate an exact island here.)

"Example Island"
Example island has one path, 6 steps long. It offers 3 empty plots.
To start with you placed an Explorer guild, a Warrior guild and a Cleric guild.
You progress through the island and you wind up with some higher level quests by necessity to meet the requirements of each new quest you are opening up. Try and focus your upgrades on the left most plot of land if possible. This will help you save money and make things easier later.
  • Q1: search type, level 50
  • Q2: combat type, level 40
  • Q3: combat type, level 30
  • Q4: search type, level 20
  • Q5: search type, level 10
  • Boss

After you complete the boss fight, your goal is to move to the next island, but to also leave the current island generating resources for you (Xp, gold and chests). You can take steps to maximize that efficiency.

To save yourself some guildhalls for later, try reducing it to one guildhall, placed in the left most plot of land. Watch a moment and see if they can complete it alone. Early on, Explorer guildhalls are great for this “leave behind” duty, leaving your combat proficient troops available for new challenges.

If needed, upgrade the plot further until the single guildhall can complete the path and boss on their own. Note that they do not need to kill the boss on the first try. It’s ok if it takes them a couple of fights to wear him down.

Q: what about when the combat quest in the Q2 slot is too hard?
When you leave behind an islands to move on, you are not obligated to keep the quest at the same level as the original challenge requirement. You can reduce the challenge for your Explorers by going to the Combat quest and using the shovel icon to remove it. Then replace it with a search quest if one is available or a new combat quest. The new quest goes in at level 1 and will be easy for the Explorers to steamroll right through it.

Other options for making the quest easier for sustained maintenance:
  1. Wait until you level up a few more times and see if the explorers get strong enough to do it as things are. But that might take a while, right?
  2. Change out the explorers and leave behind fighters instead. But maybe you need the fighters somewhere else for another island.
  3. Dig up Q2 and replace it with either a Search type quest or if it has to stay a combat quest, just leave it at level 1. This will make it trivial for the explorers to march right over it.

There's a lot to be said about maximizing your resource income on islands when you leave them. Getting the most bang for your buck. This has to be balanced against your need for having those guild halls for later use. So it’s up to you to decide how high you want to level quests on an island you are leaving behind.

The "Gather The Fellowship" Approach
As Guildians come rushing out of their halls and charge off to battle, they are not yet collected into a party, or army. If the first thing they encounter is a combat quest, and the first person that shows up is a Cleric, it's probably going to end with someone washing a bloody robe later.

When you can, it's not always possible, start each quest path with a search type quest. These present no danger to Guildians. And the more you upgrade the quest, the longer it takes to complete. So you have an opportunity to raise up a search quest that collects a whole bunch of Guildians and they they all get let loose on the next quest together.

You may also find this strategy handy with using Clerics. Put a high level search quest after a few combat quests and give the Clerics time to top everyone off before it's time to back to combat.

Combat Quests Versus Search Quests
Combat quests and Search quests are different ends of the "risk versus reward" spectrum.

Search quest are always successful. They just take some time to complete.
Combat quests can be won or lost (and worn down over time). They can present you with an highly time consuming roadblock on a quest path if your team is not up to the challenge.

The flipside if that Combat quests give a higher mixture of reward when it some to experience and gold earned. You'll generally get more reward for accomplishing an equally leveled combat quest versus a search quest.

If you are comparing two quests, keep in mind that every quest along the path gets higher and changes the rates a little bit. And quests on progressively harder islands will also have higher costs and rewards. So you cannot compare quest 1 on island 2 to quest 10 on island 2 and expect to see a clear comparison, let along comparing them to any quest on a different island.

The Easy Path
There are advocates of always taking a search quest where possible as it generally makes progressing in the game easier. However there are those who feel that adding in combat quests with the right balance of Guildians to complete them successfully can give a high gold and experience earn rate.

As this is a beta, we'll have to wait and see what changes will bring us over time.

Max-It-All vs Keep-Charging-Ahead
tbd
Using One Max Plot Versus Many Lesser Plots
tbd
Farming Chests
As you level up, you'll want to keep collecting cards from boss chests. They are your best chance at getting more Guildians and also for getting better cards.

It's entirely possible to complete the game and always leave behind the minimal number of guildhalls to keep every island quest path running. Just be sure you leave behind a strong enough guildhall to kill the boss, even if it takes them a few attempts to finish the job.

Chests are on a 4/8/12 hour timer as you move to higher level islands.

You do not earn chests if the game is not open and running

If you want to farm chests, make sure all of your completed islands are adequately staffed with Guildians and leave the game open and running as much as you can. You can turn off the sound and minimize the game and it will still keep earning you chests.

Farming Experience and Gold
Unlike boss chests, both gold and experience can be farmed while the game is not running.

Make sure you apply equipment cards optimally to your quests/islands, be sure you have enough Guildians to keep all of the bosses on your islands defeated and simply save and shut down the game. When you return, you'll find a nice reward waiting for you.
Prestige (difficulty levels)
Prestiege
Prestige in Guild Quest is the ability to replace an island with a higher difficulty version of itself. It effects one Island at a time and sets that island to whichever difficulty you wish. You set the prestige level of islands independantly. So you can have Island 3 at one Prestige levels and Island 4 at a different (higher or lower) Prestige level.

To enable Prestige, you must defeat Island 3, quest 9. (previously you had to defeat boss 1 again) When you do, the next time you go to the map screen, your guide will have a little tutorial for you on how to change Prestige.

Prestige Level
Each of the Prestige levels is named to indicate it's level of difficulty. Some require a minimum level to unlock. There are a few i have been unable to verify the starting level for. If you get them, drop me a note.

The prestige levels and descriptions are:

Difficulty Unlock lvl Description Lvl -------------------------------------------------------------------------- Normal ?? Normal costs, normal difficulty Stalwart 25 Harder, higher cost, more gold/XP earned Hardy 45 Double chest drops Brawny 90 Even Harder, higher cost, more gold/XP earned Mighty 1 150 Chest Rarity upgrade Supreme 220 Hardest, highest cost, more gold/XP earned

Changing Prestige
When you use the Prestige feature to change an island, the island is literally hit by a meteor, so you'll have to start that island over:

  • Plots (where you put guildian cards) are reset back to starting values and will need to be leveld again.
  • Quests are removed and will have to be recreated, including meeting the requirements for each quest.
  • Boss timers are reset the first time you Prestige an Island up to a new level.
Effects of Prestige
The higher the Prestige of the islands you level up, the more they will cost to build and the more difficult the battles and bosses will be.

Increased difficulty, cost and rewards with each new Prestige level.

As you move to higher Prestige levels, the island visuals will move towards a darker setting, ending with grey, dead islands floating in a sea of lava.

Tip: It is encouraged that you do not level up every quest on a new Prestige level until you have guildiands running through the quests and are sure that leveling them up will not make them impossible to complete. Resetting them can be highly expensive.

Achievements
There are achievements for each island for each difficulty level. Completing an island at a high Prestige will award all lower Prestige achievements as well.
Cards/Equipment
Cards are subject to change for the beta period, so it may not be worth collecting and cataloging them here. We'll wait a while to see if things stay stable and then decide.

Card Drops
An excellent summary list of card rarities and their bonuses was created by Sivi :

https://docs.google.com/spreadsheets/d/1SwCcBiqJqcrnhIR__DPd6gixC0ByGVVehnnpunNwB2k/edit#gid=0



How to Use the Equipment Screen


The equip screen is where you assign cards to your guildians or to quests.

Equipping a Card
Equip a card by dragging it from the list onto an empty card slot.

Removing a card
Remove a card by clicking the eject button under the card.

Searching For a card
in the upper left corner is a search box. By typing a term into this box you can filter the list of cards. For example typing "Cleric" will show only cleric cards. typing "Attack" will show only cards that add attack. Typing "13" on the Quests screen will filter to all quest cards for level 13.

Filtering Cards by Rarity
In the upper left corner, under the search box, there is a button that allows you to select the rarity to display. Use this to filter which cards you are looking for. For example you might want to only show green cards.

Filtering Cards by Type of Buff
Under the rarity filter, there is a button that lets you filter the list of cards based on what bonus it gives. For example you might only want to see cards that add Attack, or only cards that add Gold.

Only See Unused Cards
Under the buff type filter is a checkbox that lets you decide if you want to see all cards, or only those not already assigned. This is helpful in finding newer cards, or cards that you can add to a new island without removing any cards from other locations.

Guildian Cards
Each row of the main screens show lists of card slots for a particular class of Guildians. Only cards for that class will work in these slots. Over time you will accumulate more cards than you can equip for each class. Be sure to check them from time to time to make sure you have the most helpful set loaded.

Quest Cards
In the top-middle of the equipment screen , is a tab selctor between viewing Guildian cards and Quest cards. Clicking Quest takes you to the Quest card screen.



Each row of the Quest card screen shows the quest cards FOR A SPECIFIC ISLAND. Quest cards placed on the row for an island are only applicable to that island. In other words, placing a "1St Quest Gold 5x" card on the Emerald Islands, will not effect quests on any other islands.

Note that Quest cards that offer a gold bonus are multiplied by/with the Thief guildian bonus to give some nice total bonuses.

Drop Rates, Boss Times, Forge Recipes and More
PLEASE BEAR IN MIND THAT ALL STATS ARE SUBJECT OT CHANGE AS THE GAME PROGRESSES THROUGH BETA


Island Boss Timers and Quest Information
Updated 3/5/2017

The chest drops at Mighty 2 are:
Island Path# Plots Quests Boss @ Quest# Resets Chest Bunny 1 1 4 5 4 hours Uncommon Emerald 1 3 7 8 4 hours Uncommon Emerald 2 3 7 16 4 hours Uncommon Westacre 1 3 9 10 4 hours Uncommon Westacre 2 3 7 18 8 hours Rare Ashfield 1 4 9 10 8 hours Rare Ashfield 2 2 5 16 8 hours Epic Bayport 1 3 6 7 4 hours Uncommon Bayport 2 3 7 15 4 hours Uncommon Bayport 3 3 9 25 8 hours Rare Shadeshore 1 4 9 10 8 hours Rare Shadeshore 2 3 6 17 8 hours Rare Whiteburn 1 4 9 10 12 hours Epic Whiteburn 2 3 8 19 12 hours Epic Dellmere 1 3 11 8 8 hours Rare Dellmere 2 3 9 13 12 hours Epic Hollowkeep 1 3 12 10 8 hours Rare Hollowkeep 2 3 10 13 12 hours Epic Icevale 1 3 7 Icevale 2 3 5 13 8 hours Rare Icevale 3 4 0 14 12 hours Epic Icevale 4 3 9 Icevale 5 2 2 26 12 hours Epic

Card Drop Rates By Chest Type/Source
Updated 2/24/2017

Updated 3/5/2017 with additional chests tracked
Avg Gems/Chest %Common %Uncommon %Rare %Epic %Guildian Common 0.09 100% Uncommon 0.32 99% 1% Rare 2.79 75% 22% 3% Epic 0.00 2% 34% 26% 37% 2%

Guildian Chest Drop Rates

Updated 3/7/2017
Explorer 0% Fighters 20% Mages 20% Clerics 15% Knights 15% D Knights 10% Thieves 10% Bards 10%

Assumptions:
Both cards in the chest use the same drop tables
I've rounded off the numbers that seem applicable from an RNG standpoint when coding drop tables. For example, it's unlikely they they set the drop rate of Knights at 14.5% and Clerics at 15.5%. The variations that result from RNG can be observed and we can drive a likely drop table entry that was used.

A Note on all drop rate data
Over time as the sampling size increases, anything with small drop rate chances might crop up, For example, there could be Guildians dropping in Common chests. or Epics in Rare chests, but a small enough chance to not have shown up yet.

Forge Recipes
  • position on the forge matters. Cards must be in the right order.
  • Results can be a "crit". A recipe such as #1 produces a Uncommon, but can also produce more rare cards on occassion.[/list
    Card Legend:
    C - Common
    U - Uncommon
    R - Rare
    E - Epic

    Complete Recipe List:
    RECIPE RESULT COST 1) C C C C Uncommon Equip: 400.00K 2) U U U U Rare Equip: 500.00M 3) R R R R Epic Equip 500.00B 4) C C C U Explorer/Fighter Uncommon: 125.30M 5) U U U R Explorer/Fighter Rare: 125.38B 6) U U C C Bard/Thief Uncommon: 250.20M 7) R R U U Bard/Thief Rare: 250.25B 8) C C U C Mage/Cleric Uncommon: 125.30M 9) U U R U Mage/Cleric Rare: 125.38B 10) C U U C Knight/Dark Knight Uncommon: 250.20M 11) U R R U Knight/Dark Knight Rare: 250.25B 12) U C C C Quest Gold Uncommon: 125.30M 13) R U U U Quest Gold Rare: 125.38B 14) C U C C Quest XP Uncommon: 125.30M 15) U R U U Quest XP Rare: 125.38B 16) R E R R Quest XP Epic: 1.38T
Reference
Quest Chart
Jeffrey has compiled a list of what quest types are available for each quest location in the game.

Jeffrey's Quest Chart[docs.google.com]


Notations for Numbers
(Taken from some other games that have large numbers. There are a few ways to track these and it'll be interesting to see which the developer chooses!)
1 Thousand(K) = 1,000

1 Million(M) = 1,000K

1 Billion(B) = 1,000M

1 Trillion(T) = 1,000B.

1 Quadrillion (aa) = 1,000T

1 Quintillion (bb) = 1,000 aa

1 Sextillion (cc) = 1,000 bb

1 Septillion (dd) = 1,000 cc

1 Octillion (ee) = 1,000 dd

1 Nonillion (ff) = 1,000 ee

1 Decillion (gg) = 1,000 ff

1 Undecillion (hh) = 1,000 gg

1 Duodecillion (ii) = 1,000 hh
78 Comments
vedderjam 12 May, 2019 @ 9:02am 
how do you level up your adventurers past 4. I get 1 in adv 1 in heath 1 in attack and 1 in def but cant get it to go farther
pé-de-breque 18 Feb, 2018 @ 6:07am 
hey boi,could anyone please tell me how to reset the game?
. 31 Aug, 2017 @ 6:16am 
If you read the actual news, you see that they write in the very last line that the level cap is raised to 700 now.
Spindler 31 Aug, 2017 @ 5:32am 
Does anyone know the current level cap? Has it been increased my 50 or more?
. 21 Aug, 2017 @ 9:40am 
It is not available in the actual build, maybe they put it back in an future update.
Thurindur 21 Aug, 2017 @ 9:38am 
Is it possible I have a different interface? I do not have the forge button to access it :/ I've been looking for ages, even searched Youtube videos on forging cards. I simply do not have the button to access the forge like other players do, it's super weird...
katashimon13 14 May, 2017 @ 3:56pm 
https://docs.google.com/spreadsheets/d/1GVgCFKjmT9T8zZxNznyiKIWmH6NtrmpS-0uFUVA0Pkw/pubhtml

updated @jeffery's sheet formatting wise (conditional formatting + CtrlC,CtrlV annd CtrlH are ur friends)

rawr
Croidin 14 May, 2017 @ 11:20am 
@DiMono: it appears to be not true! check sivi's list (link to it is posted in this guide, "Cards/Equipment").

Different guildians give different cards, but some quests do not appear to have certain expected cards (ever since the beginning of this game, some cards are not found, and several players have confirmed finding the cards that do show on the list)
DiMono 3 May, 2017 @ 10:42am 
It seems to me that enumerating the cards by quest is a useless expenditure of time. There will likely be gold x[whatever] and xp x[whatever] for each quest. So once you've found it for one, you can assume it exists for the others.
Croidin 3 May, 2017 @ 7:45am 
you can count them yourself from the spreadsheet, but no... all i know is there are currently about 700 cards in total (not how many of these are common, or...)