Mechanics

This section covers interesting mechanics that are not explained in the game itself.

An interactive dashboard that enables an easier calculation of several stats detailed below can be found here. It is highly recommended on using desktop (PC, laptop, etc.) to access the dashboard since it is not compatible on mobile.

## **Armor/Weapon Break**

Heroes have a chance to get their armors and weapons broken down during combat. All the chances listed below are additive and refer to the full chance at the third round of combat. For more details on the computation on the other rounds, kindly refer to the *status effects* section.

For armor break, they are caused through the following means:

* Level 10 dungeon special ability (10%)
* Getting hit by the armor forge special ability (66%)
* Walking in front of the devilish statue (25%). This effect is not additive with the previous 66% bonus.
* Buying cursed armors from the armor forge (33%)

For weapon break, they are caused through the following means:

* Level 10 dungeon special ability (10%)
* Buying cursed weapons from the weapon forge (25%) or cursed wands from the magic shop (33%)

## **Cashback**

Whenever heroes buy magical amulets or rings, they'll always get a cashback of 10% their initial gold. There are two possible scenarios that may happen:

*Note: All items made in the magic shop where the lucky fairy is assigned will benefit from the cashback due to her legendary feature. This means that wands will also benefit from this mechanic.*

* Scenario 1

For instance, a hero has an initial starting gold of 3,000 and wants to buy a magical amulet worth 200 gold. Let's assume that regardless of when this hero buys the magical amulet, he/she will always have more than enough gold to pay the full price. After buying a couple of items, the hero is now left with 2,000 gold and is ready to buy the magical amulet. He/she is then charged 200 gold and the current balance decreases to 1,800 gold. Now, the cashback of 10% of his/her initial gold, which is 300 gold, is added to his/her previous remaining balance. The hero's new balance is now 2,100 gold.

* Scenario 2

Same details as in scenario 1 but now the hero has 100 gold left after buying a couple of items. After buying the magical amulet, he/she gets charged with 200 gold and the current balance decreases to 0 gold instead of -100 gold as the game doesn't allow our heroes to owe money! Finally, let's add in the 10% cashback of 300 gold and the hero's new balance is now 300 gold.

## **Castle Training Progress Bonus**

The training progress bonus from the castle building doesn't directly reduce the total number of training points that a royal employee needs to level up. Instead, it acts as a multiplier for the incoming training points gained which will then be added to the progress bar. Now, royal employees whose skills can be further trained will either progress one at a time or by bulk and the earlier concept is explained as follows:

* One at a time (Dirty Doctor)

Leveling the dirty doctor from 9 to 10 requires you to cure 10,000 status effects. With a training bonus of 55%, this should've been reduced to approximately 6,452 cures but instead, every hero that is cured of status effects will be counted as 1.55 and added into your progress.

* By bulk (Goblin Trainer)

Leveling the goblin trainer from 9 to 10 requires you to earn 20,000,000 gold. With a training bonus of 55%, this should've been reduced to approximately 12,903,225 gold but instead, every amount of gold you earn will be directly multiplied by 1.55 and added into your progress.

## **Chance to fight again**

After heroes are finished with their fights, they'll have another chance to fight monsters again by purchasing the following items:

* Food/beer
* Snack/schnapp
* Weapons/Wands
* Fist fighting training and special actions from the armor forge and trainer (75% each!)

Suppose a hero buys the following items with their corresponding chance to make him/her fight again:

* 1 ax (50%)
* 2 beers (10% each)
* 1 special meat (25%)

The chance of at least one of these items to trigger the fight again mechanic is computed as follows:

# P
1
−
[
(
1
−
a
)
∗
(
1
−
b
)
∗
(
1
−
c
)
∗
(
1
−
d
)
]

{\displaystyle {P = 1 - [(1 - a)\*(1 - b)\*(1 - c)\*(1 - d)]}}

(huge thanks to  for this formula!)
where:

* a to d = the chance of triggering the fight again mechanic for each item

Using the information above, here is the overall chance of triggering the fight again mechanic:

# P
1
−
[
(
1
−
0.5
)
∗
(
1
−
0.1
)
∗
(
1
−
0.1
)
∗
(
1
−
0.25
)
]
≈
0.6963

{\displaystyle {P = 1 - [(1 - 0.5)\*(1 - 0.1)\*(1 - 0.1)\*(1 - 0.25)] \approx 0.6963}}

## **Chester's Aggressive Chest**

Chester’s aggressive chest is classified as a universal monster with no type once deployed in the dungeons. Interestingly, both the junk factory and dungeon monster RP specials are applicable as RP bonuses.

There are a couple of scenarios on how his chest works:

1. A dungeon filled w/ monsters and Chester’s aggressive chest (chance to fight again not triggered)

- a hero kills a regular monster then proceeds to "pick up" the aggressive chest but needs to kill it. Two monsters killed in total.

2. A dungeon filled w/ monsters and Chester’s aggressive chest (chance to fight again gets triggered from multiple sources: refer to the “chance to fight again” section).

- regular monster -> Chester’s aggressive chest -> regular monster -> Chester’s aggressive chest chest. Four monsters killed in total.

3. A dungeon filled w/ Chester’s aggressive chest only (chance to fight again gets triggered from either level 10 dungeon special, Justinus, or both)

- Chester’s aggressive chest -> Chester’s aggressive chest. Two monsters killed in total.

4. A dungeon filled w/ Chester’s aggressive chest only w/out Kevinus (chance to fight again not triggered)

- directly attack's Chester’s aggressive chest. One monster killed in total.

5. A dungeon filled w/ Chester’s aggressive chest only w/ Kevinus (chance to fight again not triggered)

- same as #4 since Kevinus' description says "a hero has a chance to find another treasure".

Given how Chester’s aggressive chest works, he helps make the following quests be completed much quicker:

* *Solid monsters* - Let the heroes defeat monsters with a total of x amount of life energy.
* *When legends arise!* - Let the heroes defeat monsters for x amount of RP. (only beneficial for low-level players)
* *Multikill* - Let x number of heroes defeat more than one monster.
* *My dungeon is your dungeon* - Get heroes to defeat x number of monsters.

He also helps with training quests/daily challenge/shopping frenzy and RP daily challenge (only beneficial for low-level players). Additionally, he makes Justinus level up much quicker when assigned to the castle.

## **Cure levels**

*Note: Refer to the last statement in the status effects section for more info about the temple special action.*

Whenever heroes acquire negative status effects during combat, they seek the corresponding cures in the temple. Cure levels have been recently added into the game and these are matched on the levels of the monsters being attacked. The possible values for these cure levels range from half the monster level and the monster level itself. The actual cure level is determined by random chance.

## **Dungeon preference**

At the start, all unlocked dungeons have the same chance of letting heroes in (25% chance each assuming all of them are open). These chances will decrease whenever a dungeon is overcrowded with heroes, increase when there's a sufficient number of monsters and loots inside, and drastically increase when boss monsters are present. The exact numbers are not disclosed as it involves complex calculations.

## **Game pausing**

Whenever the game is paused, heroes stop moving, all building productions are put to a halt, and the game background becomes darker. On the other hand, the countdown timers from chests, daily challenges, double gold income, mystery box, shop offers, and unicorn energy will still continue. The following features contribute to game pausing:

* Any confirmation screen that asks you to confirm your choice such as discarding a completed a quest, placing a boss monster in dungeons, using diamonds on certain features, and buying diamonds using real money
* Changing a quest
* Clicking any hero or the hero list itself
* Clicking employees
* Clicking the building and dungeon settings
* Clicking the inspect prizes and awards overview tab in the daily challenge section
* Clicking the game settings button
* Clicking the remove inventory/dungeon clean up button
* Leveling up your village
* Opening unlocked chests
* Selecting an employee to assign to a building
* Selecting a building to place around the village
* Selecting heroes from the hero selection
* Watching ads

## **Glowing features**

During the hero selection phase, you'll notice that some hero icons glow much more brightly compared to the rest. These occurrences are explained as follows:

* *Level* - When a hero's level glows, this means that his/her current level is higher than your village level.
* *Gold* - When a hero's gold glows, this means that his/her initial amount of gold is at least 100 times than his/her current level.
* *Items* - When a hero's items glow, this means that he/she strongly prefers these items over the rest.

Additionally, shops glow when their special active ability is ready.

Moreover, the helmet icon glows whenever a boss monster is placed in one of the dungeons.

## **Happiness Index**

Whenever heroes have no needs (items and combat) left and decide to leave the village, their mood levels show up. There are four mood levels in the game:

From left to right, these mood levels can be achieved through the following means:

1. The first image shows a very happy hero. This hero managed to complete her list of needs without any problem at all! Only heroes at this mood level are counted in the *make x number of heroes leave your village happily* quest.

2. The second image shows a happy hero. This hero didn't manage to complete one thing on her list. Either she couldn't buy an item because it was unavailable or the shop was full OR couldn't kill a monster in one attempt or no monsters/loots were available in the dungeon.

3. The third image shows a disappointed hero. This hero didn't manage to complete two things on his list which is indicated by two red icons.

4. The fourth image shows an angry hero. This hero didn't manage to complete at least three things on his list which is indicated by at least three red icons.

## **Mystery Box**

*Warning: Improvements rewarded from the mystery box are much lower compared to the amount of improvements being converted. It is recommended that you only use improvements from maxed out employees. This is because non-maxed out employees have higher chances to get improvements from chests compared to maxed out employees of the same rarity.*

The following figures are the optimal number of improvements to convert when considering only one rarity type:

*Note: Currently, there are no optimal values when considering all types of improvements to be mixed together as there are a lot of factors to take into account.*

* 400 common improvements
* 634 expert improvements
* 94 legendary improvements

Details on how these findings are obtained can be found here.

## **Production time**

See table below for the base production times of items, monsters, and loots.

Notes:

1. Time values correspond to the max level.

2. Production times of items from the armor forge, weapon forge, and magic shop plus monsters from the quarry are increased by 50% (base time values are multiplied by 1.5).

3. Production times of items from the trainer and temple plus monsters from the fire hole are increased by 100% (base time values are multiplied by 2).

## **Production time bonus**

The base production time of items, monsters, and loots can be accelerated through production speed bonus. This type of bonus can be obtained through the following means:

* Upgrading buildings. At level 25, the production speed bonus reaches 80%.
* Leveling employees. The production speed bonus caps at 70%, 84%, and 88% for common, expert, and legendary employees with the production service item, respectively.
* Completing achievements in the statue of a unicorn. A total of 20% production speed bonus can be claimed.

Now, let's take a level 43 out unicorn food with a base production time of 28 minutes and 30 seconds. Let's add up all the possible production speed bonuses: 70% from Lord Fakes the First, 88% from Santa's brother, 80% from a level 25 junk factory, and 20% from statue of a unicorn. These values all add up to 258% which means that the new production time will be 3.58 times faster than the base production time. Finally, we divide 28 minutes and 30 seconds by 3.58 and we get approximately 7.961 minutes or 7 minutes and 58 seconds.

While most of the production speed bonus sources are additive (as shown above), there are two sources which are applied multiplicatively:

* Dragon's Sister-in-law's legendary feature: breeding dragons at twice the speed.
* The double production speed perk from the honor points shop in the devilish unicorn statue

Now, let's take a level 30 mighty dragon with a base production of 88 seconds. Let's add up all the possible production speed bonuses: 70% from Pierre the Unlucky, 80% from a level 25 fire hole, 20% from statue of a unicorn, and 105% from all tiers of the book of power relic. These values all add up to 275% which means that the new production time will be 3.75 times faster than the base production time. We then take into the account the two multiplicative sources above and divide 90 seconds by 3.75 and again by 4. The final production time is approximately 6 seconds.

## **Purrsula's cats**

When Purrsula is assigned to the castle, three cats immediately go out to spread joy to your village. To increase this number (max of 9), the following procedures should be executed:

*Note: Clicking a cat changes its color for a certain amount of time before it changes back to the previous color. Use this site to convert the following hex color code to its corresponding color.*

 4 to 5 cats
 5 to 6 cats
 6 to 7 cats
 7 to 8 cats
 8 to 9 cats

\*A round of clicking cats refers to clicking each cat until all of them have been clicked. Failure to follow this round clicking concept will not complete the procedure and you'll have to start all over again.
\*\*This corresponds to the final color of the cats before an extra one is deployed outside of the castle.

## **Snack/schnapp**

If both food/beer and snack/schnapp are available, heroes will roll a chance between buying food/beer and snack/schnapp based on item's level. If you really want your snack/schnapp sold, set the food/beer's level lower (1 is better), and snack/schnapp's level as high as possible.

*Note: If your snack/schnapp level is much higher than your food/beer level then the chances are 50-50 for both cases. If your snack/schnapp level is equal to your food/beer level then the chances are reduced to 1/3 chance for snacks/schnapps and 2/3 chance for food/beer. If your snack/schnapp level is much lower than your food/beer level, the minimum chance is set to approximately 9% for snack/schnapp and 91% for food/beer.*

*Additional note: Placing at least one slot of food/beer in your tavern to obtain better results with the snack/schnapp. On the other hand, a separate chance is added if either food/beer is absent.*

Heroes will stay if they keep buying snack/schnapp until they buy the needed amount of food/beer.

Example:
One hero needs 5 food items.

* roll 1, food, 4 left.
* roll 2, snack, still 4 left.
* roll 3, snack, still 4 left.
* roll 4, food, 3 left.

And so on until it rolls the last food.

Using this knowledge, you can "trap" as many heroes as long as they keep buying snack/schnapp. This mechanic will drain a good amount of gold.

## **Status effects**

Negative status effects include diseases, bone fractures, and burns. All of them have a base chance of 16% on the first round or hero's first hit on the monster. The probability calculation is capped at three rounds only which would result in approximately 40% (see calculation below). The following formula (same one used in the *chance to fight again* section) is used for the calculation. Each probability is added on top of the previous one.

# P
1
−
(
1
−
p

)
n

{\displaystyle {P = 1 - (1 - p)^n}}

(huge thanks to  for this formula!)
where:

* p = the base chance of acquiring the status effect
* n = number of rounds

Using the base chance above, here are the chances of acquiring status effects at each round:

At round 1:

1
−
(
1
−
0.1600

)
1

=
0.1600

{\displaystyle {1 - (1 - 0.1600)^1 = 0.1600}}

At round 2:

1
−
(
1
−
0.1600

)
2

=
0.2944

{\displaystyle {1 - (1 - 0.1600)^2 = 0.2944}}

At round 3:

1
−
(
1
−
0.1600

)
3

≈
0.4073

{\displaystyle {1 - (1 - 0.1600)^3 \approx 0.4073}}

Other bonuses may also come from selected employees, boss monsters, monster production buildings, or dungeons. These bonuses are applied as follows:

* For employees like Alfred the Unwashed (all undead monsters), Rocko the Rough (Hardened golem only), and Dragon's Sister-in-law (Mighty dragon only), they provide a 50% increase in their respective status effects. This makes the base chance of 16% jump to 24% (16% x 1.5). This is also applied the same way with boss monsters.
* For monster production buildings, three special abilities can increase the chance of a status effect and each of them gives a 10% increased chance. If all three are enabled, this would sum up to a 30% increase which would then be multiplied to the base chance of 16% and we would get 20.8% (16% x 1.3).
* For dungeons, they only have one special ability per status effect that increases its chances of occurring. For example, the dark palace can increase the chances of getting burned by 40%. This makes the base chance of 16% jump to 22.4% (16% x 1.4).
* When all of these bonuses are combined, their multipliers are also multiplied with each other.

Now, let's assume that a mighty dragon is produced from the fire hole with all 3 settings set to increase the chances of getting burned. This monster is then placed in the dark palace with the enabled 40% increased chance of getting burned. The base chance of 16% would now increase as follows:

0.1600
∗
1.5
∗
1.3
∗
1.4

=
0.4368

{\displaystyle {0.1600 \* 1.5 \* 1.3 \* 1.4 ~ = 0.4368}}

Let's now use this value to calculate the chances of being burned at each round:

At round 1:

1
−
(
1
−
0.4368

)
1

=
0.4368

{\displaystyle {1 - (1 - 0.4368)^1 = 0.4368}}

At round 2:

1
−
(
1
−
0.4368

)
2

≈
0.6828

{\displaystyle {1 - (1 - 0.4368)^2 \approx 0.6828}}

At round 3:

1
−
(
1
−
0.4368

)
3

≈
0.8214

{\displaystyle {1 - (1 - 0.4368)^3 \approx 0.8214}}

As for the temple special action, 3 out the 4 heroes hit by it will obtain any of three cures. It is important to note that this does not translate to a 75% chance since it will count the heroes who were hit and assign a random cure rather than each hero having a random chance of obtaining a cure.

## **Training**

Whenever heroes gain enough experience from combat, they will go to training by buying corresponding items at the trainer building. Gaining enough experience is achieved through the following means:

*Note: Training requirements are based on 80% of the monster level and 20% from the RP gained from killing such a monster.*

* Use high level monsters in your monster farm, preferably goblins since they have the lowest base stats of all monsters in the game which would mean that they are easier and faster to kill. These type of monsters are preferred over the rest since they just trigger food/drink needs and do not inflict status effects. There's no worry in using goblins despite their low RP (see note).
* Choose heroes who want to buy an experience potion before combat or have the heroes get hit by the trainer special action. Both will effectively double the experience gained from killing monsters and are stackable with each other.
* Make sure that your monster levels are at least equal to the hero's level.
* Enable the chance to attack a second monster special in your dungeons (unlocked at dungeon level 10) and/or assign Justinus in your castle.
* Use Chester's aggressive chests instead of other loots. More info on how his chests work can be found here.
* Trigger the chance to fight again mechanic. More info on this mechanic can be found here.

## **Walk-in heroes**

Heroes can freely come into your village if you are low on unicorn energy and unicorn food. They only arrive one at a time by replacing the previous hero after he/she is done with his/her business. All of these occurrences happen depending on how much unicorn energy and unicorn food you have saved up.

* At 0 energy and food left, a new hero walks into your village 10 seconds after the previous hero left.
* At 1 energy and food left, a new hero walks into your village 25 seconds after the previous hero left.
* At 2 energy and food left, a new hero walks into your village 40 seconds after the previous hero left.
* At 3 energy and food left, a new hero walks into your village 55 seconds after the previous hero left.
* At 4 energy and food left, a new hero walks into your village 70 seconds after the previous hero left.
* At 5 energy and food left, no more heroes will walk into your village anymore.

Heroes also automatically come into your village once every 12 seconds (after the first hero gets immediately attracted), regardless of how much unicorn energy or unicorn food you have left/stored, when a boss monster is used in one of your dungeons. This interval does not change when you use multiple bosses across multiple dungeons.