Dungeons in Version 4.0 take much less time to complete.
What are "Dungeons"?
Dungeons or Gardens are something you should be doing every day once they become available (near the end of Golden Apple). Their are called "campaign" by the devs.
Dungeons reward transcendence and drachmas based on the time it takes to complete them. The transcendence rewarded will be the same for all participants. Drachmas are scaled by level so that higher levels get less (and therefore need to move on to the next garden which gives more base drachs and a lesser penalty for level).
After faction maps, dungeons will give chests, which gives gems, drachmas, transcendence and laurels.
Order (best to worst)
God of War (most reward, least time taken)
Divine Troops
General Invincible
Spartan Warrior
Newbie (least reward, most time taken)
How many Gardens should I run each day?
The first time you run a garden for the day it will cost you 1 div (after 20:00 Server Time).
Each time you run a garden, your cost for the next garden is globally increased by 1 div.
You will want to run AT LEAST 3 gardens each day, possibly 4-5 if you are having trouble getting a legion group together or need a hero ready for SMW. 6-7 is rarely worth unless you need alot of trans/gems.
Cool Downs: (for Version 4.0)
Move: 3, 10 sec depending on terrain
Attack: 20 sec
Replenish: ?
Cool Down goes red after attacking a NPC, after replenish or after exceeding 30 sec.
Cool Down goes white at 5 sec and below.
Tokens: (bonus you collect on the field, activate whenever you want)
Rescue: Attack without troop loss
Inspire: Increases Hit & Shield by 20%
Storm: Hit and Shield +50%. Double Attack CD. Generally don't use unless against your final enemy of the dungeon.
Faster: Reduce half of the Move CD. Attack CD stays the same.
Sweep: Reduce half of the Attack CD
Replenish: Reduce half of the Replenishment CD
March: March and ignore the terrain <- Does not reduce move CD for difficult terrain!
What march token really does is it allows you to cross any terrain (red places where you can't go)
For Version 4.0, Sweep applies to all NPCs attacked within 1:18 from token activation.
NPC inflict status
NPCs can inflict status to weaken you at specific time interval.
Meteorite: Lose 50%? Troops (Themis, Edjo)
Thunderbolt: Stun for 15 sec, lose 50% Troops (Cronus)
Coil: Stun for 30sec? (Sult, Khnum) (Kill these before they affect you)
Lava:
Hellfire: Cause all players to lose 50% Troops. (Skuld)
Rebirth:
Fountain: Heals all NPC that are alive
List of Dungeons + Guides:
Garden of Hesperides (4.0 Updated)
Labyrinth of Thalassa (4.0 Updated)
Atlas Mountain 1
[AM2] Atlas Mountain II
[PB1] Pandora's Box I
[PB2] Pandora's Box II
Over the Styx I
Over the Styx II
[HD1] Hades Dungeon I
[HD2] Hades' Dungeon II
[CV] Cronus' Veangeance (4.0 Updated)
Fimbulwinter
[KoD] King of Desert
Hall of the Slain
Journey to Eternal Life
What are "Dungeons"?
Dungeons or Gardens are something you should be doing every day once they become available (near the end of Golden Apple). Their are called "campaign" by the devs.
Dungeons reward transcendence and drachmas based on the time it takes to complete them. The transcendence rewarded will be the same for all participants. Drachmas are scaled by level so that higher levels get less (and therefore need to move on to the next garden which gives more base drachs and a lesser penalty for level).
After faction maps, dungeons will give chests, which gives gems, drachmas, transcendence and laurels.
Order (best to worst)
God of War (most reward, least time taken)
Divine Troops
General Invincible
Spartan Warrior
Newbie (least reward, most time taken)
How many Gardens should I run each day?
The first time you run a garden for the day it will cost you 1 div (after 20:00 Server Time).
Each time you run a garden, your cost for the next garden is globally increased by 1 div.
You will want to run AT LEAST 3 gardens each day, possibly 4-5 if you are having trouble getting a legion group together or need a hero ready for SMW. 6-7 is rarely worth unless you need alot of trans/gems.
Cool Downs: (for Version 4.0)
Move: 3, 10 sec depending on terrain
Attack: 20 sec
Replenish: ?
Cool Down goes red after attacking a NPC, after replenish or after exceeding 30 sec.
Cool Down goes white at 5 sec and below.
Tokens: (bonus you collect on the field, activate whenever you want)
Rescue: Attack without troop loss
Inspire: Increases Hit & Shield by 20%
Storm: Hit and Shield +50%. Double Attack CD. Generally don't use unless against your final enemy of the dungeon.
Faster: Reduce half of the Move CD. Attack CD stays the same.
Sweep: Reduce half of the Attack CD
Replenish: Reduce half of the Replenishment CD
March: March and ignore the terrain <- Does not reduce move CD for difficult terrain!
What march token really does is it allows you to cross any terrain (red places where you can't go)
For Version 4.0, Sweep applies to all NPCs attacked within 1:18 from token activation.
NPC inflict status
NPCs can inflict status to weaken you at specific time interval.
Meteorite: Lose 50%? Troops (Themis, Edjo)
Thunderbolt: Stun for 15 sec, lose 50% Troops (Cronus)
Coil: Stun for 30sec? (Sult, Khnum) (Kill these before they affect you)
Lava:
Hellfire: Cause all players to lose 50% Troops. (Skuld)
Rebirth:
Fountain: Heals all NPC that are alive
List of Dungeons + Guides:
Garden of Hesperides (4.0 Updated)
Labyrinth of Thalassa (4.0 Updated)
Atlas Mountain 1
[AM2] Atlas Mountain II
[PB1] Pandora's Box I
[PB2] Pandora's Box II
Over the Styx I
Over the Styx II
[HD1] Hades Dungeon I
[HD2] Hades' Dungeon II
[CV] Cronus' Veangeance (4.0 Updated)
Fimbulwinter
[KoD] King of Desert
Hall of the Slain
Journey to Eternal Life