The Wonder Dungeon Will Be Massive
Update: Alright everyone we've updated the article with everything we could learn about the Wonder Dungeon! It's PACKED full of useful information we hope you enjoy
A LOT of details can be found in the "How to Play" section in the more menu. So, we've taken the most important information from their and put in some more tips for you below.
As a quick formality, the Wonder Dungeon is a certain type of Explorer Dungeon located at each Kingdom's Wonder. Players from the Kingdom can compete in the event to complete the Wonder Dungeon with the fastest time. Event ranking is based on the farthest floor reached and the time it took to get there. Wonder Dungeons are only available when a Wonder Dungeon Event is active.
Dungeon Rotations
Dungeon themes will rotate on an event like basis where certain events will hold different rewards and monsters then others. This means you will get different materials and gems depending on the rotation.
Upgrading Your Explorer Dungeon
Upgrading your Wonder Dungeon requires Keystones that can be bought in the store or found within the Dungeon (very rare). Regular Keystones will get your your Explorer Dungeon to Level 14, but will require 10 Master Keystones to hit Level 15.
Upgrade Rewards include:
- Bonus Moves, +1 for each level (up to 15)
- Hero XP Bonus 5% every level (up to 70%)
Preparing For An Exlporer Dungeon
I'm
actually thinking that's it's possible MZ will tell us what weakness
the monsters will have before an event, but if not you can find out from
a friend pretty quickly. You can only change your ability when you are not actively in a dungeon,
so if you need to jump in and find out what the best talent is, be sure
to exit the dungeon at your first opportunity, change your ability if
necessary, and go back in to complete as many floors as possible.
Upgrading your Talents and Abilities will make you far more effective in the dungeon. Fortunately, if you did not know already, you can actively be "Mastering" a Talent or Ability while you researching, building, questing, or training.
Recognize that the dungeon is a 4x4 grid, so you'll know how much you have left to explorer while you are on each level.
Bosses are on every 2nd floor, and exit points are on every 2nd floor. This
means that it's likely you will only be able to exit after fighting a
boss unless you get lucky and find an exit spot before that. Make sure to note what boss floor you can get to with how much mana you have in a given period of time. You
don't want to get caught without mana to defeat a boss and then run out
of time in the dungeon and lose all your loot because you "abandoned"
it.
Talents Are Passive
Talents are passive stat bonuses added to your hero while in the dungeon. The 3 dungeon Talents are Attack, Defense, and Mana.
Attack Talents are located on the right side of the Talents tree and increase the damage your Hero deals to Monsters. There are 6 different types of attack damage: 1 Normal and 5 Elemental. Each element will deal more or less damage depending on the Monster under attack.
Defense Talents are on the left side of the tree and they "augment the Hero's HP or mitigate the damage Monsters cause." I don't really understand the difference between the two ways defense is applied yet. I don't know in which scenarios the defense augments Hero HP or reduces Hero damage. There are 6 types of resistances, just the opposite of the damages:
Mana is the Resource your Hero uses to activate Abilities.
Pro Tip: Critical Strike is the first ability you start with. While exploring the dungeon it's possible to find Critical Strike potions and many others. Critical Strikes are extremely effective and could be one of the best boosts to stick with while Exploring. I say this because Critical Strikes normally cost mana, and the more mana you can save, the longer you can fight.
Other Talents like Luck, Bonus, and Hero Inventory are also available.
Warning: Once you have entered the dungeon you can no longer change your Hero Ability. To change your Hero Ability go to the bottom right of your Hero frame.
Another Warning: Talents and Abilities that you master while in the Dungeon will not apply until you leave and re-enter.
Defeating Monsters Gives Moves
Defeating Monsters will give you between 1-4 moves DEPENDING ON HOW MUCH LIFE YOUR HERO LOSES IN BATTLE.
Pro Tip: If you are running low on moves and fear you might lose your inventory. Use a special ability or two when you fight the next Monster so you can save Health and thus earn more Moves.
Losing to Monsters Loses Moves
Losing to a regular Monster will lose you 5 moves! Losing to a boss monster can cost you a lot more! A Boss on Dungeon level 4 took 20 Moves from me I think. If you lose to a Boss you are sent back to the previous room. BOSSES DO NOT REGAIN HEALTH IF YOU LOSE TO THEM, so go fight them again and win.
Dungeon Progression
You can receive Moves from defeating Monsters or moving to the next floor. The higher the floor level you proceed to, the higher amount of bonus moves you will receive. Finally, the more you upgrade your dungeon the more bonus moves you start with, I believe.
Warning: If your remaining Moves reach 0, you will be forced to abandon the Dungeon and lose your Loot!!!
You
can temporarily exit the Dungeon by opening any other screen and it
will not be considered "abandoning" so you will keep your inventory. Although,be aware that the Dungeon timer will be ticking even if you exit. Certain Dungeon events reward fast pushes through the Dungeon. You can re-enter anytime you want.
Finally, failure to complete the Dungeon during the time it is available will also force you to ABANDON it! Make sure to keep an eye on the Event timer and warn your fellow Alliance members!
Fighting Monsters
You will immediately begin fighting a Monster that appears in a new room (unless it is a Boss). Therefore, if you think you will need multiple Abilities to defeat it, be sure to activate an Ability ASAP.
Tap on the Monster Portrait to view it's resistances. Try memorizing the resistances of each monster quickly so you know which abilities to use. I'll try to get a post up on the Monster stats if they remain consistent throughout events.
Bosses will most often be guarding a floor exit. Bosses
are significantly more powerful than regular monsters, so most often
than not you will have to use 2-3 abilities to defeat challenging ones. ALWAYS BE SURE TO TOP OFF YOUR MANA BEFORE STARTING A BOSS FIGHT.
Pro Tip: Although Treasure Goblins can dodge basic attacks, they die easily to SPECIAL ABILITIES. Don't let those goblins take your treasure!
Boss Guide
Floor Boss HP Attack Damage Special Ability Difficulty 2 Boar 2450 ~260 Extra Damage Attack Easy 4 Behemoth 2350 ~140 Regenerates 277HP Easy 6 Dragon 3710 ~160 Fireball Attack Easy 8 Cyclops 6940 ~475 Reduce Armor Intermediate 10 Shard Beast 16700 ~500 Increased Defense Intermediate 12 Serpopard 12470 ~520 Bash Attack Intermediate 14 Griffin 4690 ~510 Wind Attack Intermediate
Potions
The Potions some Chests contain take effect immediately once awarded. Potions grant massive boosts similar to the ones in your Talent Tree. Once active a Potion will appear in the bottom left hand corner with the amount moves it will last.
LEAVE YOUR COMMENTS ABOUT YOUR THOUGHTS ON THE WONDER DUNGEON.
Below Is Old Information Of What Features Were in BETA
These features may or may not be released as the Explorer Dungeon progresses.
Here's a quick list of what will be incorporated:
- Hero skill points
- Hero gear
- New tiers within the explorer
- The ability to upgrade your dungeon
- Abilities research
Check out some still shots of myself playing through the dungeon:
They Will Show Leaderboard Event Points!
I REALLY REALLY REALLY hope this gets implemented.
Dungeon Features Video
Take a look at this video that quickly scans through almost every new feature that will soon be added to the dungeon.
Video Player
If your mind isn't blown yet, check out some more pics of additions that were not in the video.
Some Thoughts
I think MZ is doing some pretty cool stuff with the dungeon. I
like the idea of having abilities that can be used to tactically defeat
a monster, and I think it will be refreshing to work on new strategies
for the optimal wonder dungeon tactics.
On the other hand, it really needs to be beneficial for the player for it not to flop. Nobody will use it if they can't gain some significant advantage over other players by playing it appropriately. Hopefully it's like many of the new features they release, where the first launch is accompanied by great event rewards.
There will definitely be some strategy involved in using the right skill and abilities on different dungeon monsters, so hopefully if players use them appropriately they will be able to reap great rewards. The
way MZ has been structuring things is that different monsters and
events will have specific drops for sets of gear that players need. It's
a better approach than just having tiny drop chances for every material
in the game, but the level material drops will need to be pretty high
for players to invest in exploring the dungeon.
Primarily,
I'd like to see smaller players be able to take advantage of the new
dungeon rewards by being able to play them tactically.
As
soon as finish my Set Resource Gear Ability tree I have left, level up
my hero to 85, and stop eating to save money, I'll be ready to max out
this new dungeon.
What are your thoughts on the new Wonder Dungeon?
Enjoy!
Thank to http://www.gameofwarrealtips.com