This is a complete guide for players to complete the savings goal -- to save *thirty-freaking-millions* (according to official guide). Since this is the ultimate goal, basic knowledge about game mechanics is assumed. Players should know how to dungeon at least, if not already proficient in sailing.
This guide is created and maintained by. Please PM her if you have any inquiries or suggestions about the guide.
- 1 Don't push too hard
- 2 Expectation
- 3 The cycle
- 4 Basic equation
- 5 Optimization Checklist
- 6 Further information
- 7 Log
Don't push too hard
This is a long term goal. No, it's not like the other 4 so-called long term goal. This is the unique goal that takes **3 to 8 years** to complete. My first and most important advice is that **don't push too hard**.
If you try too hard you will get tired of the game and eventually unable to complete the goal.
Don't try to fully optimize your hero every day and every hour! Checking (not playing) your hero in a 12-18 hour span is enough on maintaining a perfect cycle.
Don't try to hard to pull your hero back to the cycle if something turned wrong! In the worst case it takes 12 hours before the hero is ready to save again.
Don't cry about back luck! RNG is always the core of this game, and people have good and bad days. Just wipe your face and call it a day.
By mastering this guide, your expected daily saving should be
25-35k per day if you are playing completely free (by gaining charges from temple solely). 40-50k per day with minimum investment (20-50 charges bought per month) 70-90k per day if you are investing heavily (200-500 charges per month) ...and figures can be pushed higher if you invest even further.
This is the average -- and it may actually fluctuate quite a lot.
According to my statistics, an average rate of 80k per day is basically unmatched by any other elite players. Aim for that if you want to be a top player. For others, 30k is pretty good! Kingdada the legendary player, completes his 30mil by maintaining 30k per day, for 3 years non-stop. If you can do the same you are already a top player.
Of course, the above figures apply when you are applying the guide for the whole day(again, not 24 hours but 12-18). It gets lower on days where you are busy, so the actual average over a long period will be lower. But that is fine! There is no need to push too hard for several years non-stop, after all.
Take 75% of the above daily rate and that's a very comfortable for you.
When I started optimizing at 20 million I am averaging 35k on days I played constantly, but that does not mean I will be completing my million in 29 days. In fact it took me 40 days -- that means I am 20% slower than the rate where I played the same every day. The same thing applies to everyone of you who followed my advice not to play too hard :)
Players who can afford to burn a charge to pull yourself away from bad situations can avoid this section.
For F2P and minimum invested players, you may want to maintain what I call a cycle.
The aim to allow maintain players in the state that savings can be done anytime.
To save you need to earn money. To earn money you need to participate in dungeon/sails. To dungeon/sails you need a minimum of 50% GP.
To save you need to return to town (manually for efficiency). To go back manually you need GP.
Therefore, to save efficiently you need GP. And...in order to fill GP you want to pray in towns with gold.
Therefore you want to keep yourself filled with GP, and have a proper amount of gold anytime. 15k gold desirable to go through towns with bad prayers.
This is not too hard to achieve. Actually this can be maintained naturally by going back to town after a successful dungeon/sail. A few things may disrupt your cycle though:
- Going back too frequently. Normal quests last about 12 hours where dungeon/sails happen for 3~4 times at the most. Returning 3~4 times within a quest is acceptable so that should not be too bad. Be aware when the quest is almost done though.
- During epic quest. The hero is extremely unwilling to listen while the quest is over 2/3 complete. If you are not a heavy spender you can take a break to let him return himself instead.
- Godville sac: it leaves you with below 10k and below 100%GP. One should avoid exp sac at all cost. There are a few methods to return Godville without sacrificing: send to sail, arena and warping items (that sends you to somewhere else).
Arena is extremely risky as you may lose your gold (and breaks your cycle) and coming out with less than 75% GP (50% sending in and 25% for praying with 0 gold). Warping items are not always obtainable. Heavy spenders may try to combine one (bold+bold for activables) while you need one, while light spenders may also try that when they desperately need one.
However, sending to sail is still the most reliable and risk-free method. The only thing is the 9/12 hours cooldown. The wonderful thing is, quests are done in a 9~15 hours frame [depends on RNG as well as how much time you have wasted outside of questing]. That being said, you can send him to sail every single time when the quest is completed.
So a complete cycle looks like this:
Begin questing -> dungeon-town cycle -> quest completed -> warped back to Godville -> new quest
Of course you don't always complete your quest while you are awake. That's fine - try not to think too much what happens with your hero while you are sleeping. It is easy to enter the cycle when you have full gp -- gp is the core of making any human interference in game. There is nothing that you can do without it.
You start from zero coin. What you can spend is at most what you have gained. More generally, the follow holds
Total coin gained = Total coin used + current coin held
In a long term the amount of coin you have is negligible. Therefore
Total coin gained ~= Total coin used.
Now we can break the formula down into various terms. We either lose coins by wasting coins (W), sacrificing coins in godvile (SC), skill upgrades (SU), money saved (MS), dungeon/sail failure (DF) and other negligible terms (OU). We either gain coins from dungeons (D), sails (S), activables (A) and other negligible sources (OG). Therefore we have
$W+SC+SU+MS+OU = D+S+A+OG$
Removing those small terms and rearranging we have
$MS = D+S-W-SC-SU$
These are what we want to optimize. Maximize dungeon/sail gains, and minimize coin wasted, sacrificed and use to upgrade skills.
Small terms can also be optimized. One simple example is to remember to open free good boxes -- this is an easy optimization with strictly positive outcome. Others like increasing gain by allowing tribbles to grow bigger -- might be hard and costly to perform, and the return is simply small. That may violate my golden rule of not to push too hard, but if you are happy to try those make sure you can optimize the big terms first.
The only golden rule: come out with treasury.
Dungeon is all about gold, right? Treasury is non-doubtly the main source of gold. Any failure would end up in losing half the gold, so if you are carrying a lot with you, always avoid losing. Or at the very least, be the only survivor in a quitting team full of afks.
Kingdada as well as many other experienced dungeoneers got numerous dungeon guides around already so that I do not have an urgent need to do it here now, but that maybe possible in the future.
Again, drowning results in losing half the gold so avoid that. This time gaining treasure is being put into second on the priority list because the difficulty of a sail varies extremely with the initial condition as well as other sailors (to reveal hints to you).
Two initial conditions are particularly bad:
- Closed border makes searching at the outer ring extremely difficult, and forces you to take the 9-hour cycle. This is not bad, but you need a lot of food to do it.
- Shuffled beasties completely kills the double-named beasties' distribution, making the treasure hunt a lot more difficult and more luck based.
With these two conditions there is no need to push so hard. Extend your sail by looking for food island (but don't punish much), and if you are not on a great mood that day, just leave it.
I don't think there is a good and complete sailing guide around yet, but the aim of the guide is not sailing. This section might extend in the future but it will be as it is right now.
Not much to say here. Good boxes must be opened. Open 50% mystery boxes when you have spare gp while in town selling, etc.
Wasted coins (W)
The hero will be more likely to waste coins when (1) he went back to town with good health (2) he is unwillingly to go back.
To avoid (1) you simply send him back when he is in poor form, or basically in red health. Red health means 1/3HP below but one can divide it further.
At an even lower HP(less than 20%) this is the zone where hero might start using recovery items. Players are advised to start monitoring the hero at this stage so that the hero can be sent back in case he did not use recovery items while fighting(that he ended the fight with yellow health instead of red).
With less than 5% HP this is the dying range. He may escape from the fight or even go back to town directly. This is a problem because there is a much higher chance that the destination of an uncontrolled return is Godville. In that case coins will be sacrificed which is bad. Players should send him back immediately in that state. The good thing is, at super low health the hero is likely to listen.
(2) is a more complicated problem. We will cover it in the later section about the use of voice commands.
When the hero is going back with poor health and going back willingly, there is a good chance that the gold will end up in savings (60% is a fair estimate. 75%+ is, not very surprising). In such case, there is not much to do to make hero to save above wasting as the odds is already optimized. Such probablistic coin waste is almost essential.
One thing for sure is that, there is a hidden parameter on how much a hero wanted to save over wasting. The parameter is decided when the hero started going back. What if hero did something else between going back and the waste/save state? What if the hero dungeon'd while going back? Or while recovering health? Or while selling items?
No one really knows.
My advice is, try in exit dungeon with low health no matter what, so that you can avoid all such worries.
One avoids affecting the saving willingness by dungeon after the waste/save state, basically while praying.
Coins sacrificed (CS)
When hero returns to Godville for whatever reason, he first visit his own temple. If he got more than 10k he will sacrifice gold for experience. Experience received depends on cooldown and level, but again this is not the aim of this guide.
You want to minimize the effect of coins sacrificed affecting the amount of coins that you can save potentially.
- The ideal case is to sacrifice nothing. Not only that you lose no coins, you are also eligible for temple bonus. However, unless it is no conversion day, that means you have under 10k coins, that you don't have much to save anyway.
- If you have between 10-30k, that means sanctification is almost unavoidable. What you want to do is to maximize the last 4 digits of your coin count so that you still have something to save. You can micromanage your hero by gaining slightly more or less before returning, but that is often tricky to do. The most viable way is to execute such thing during a dungeon run.
- If you have far more than 30k, then you would actually want as many coins as possible because you will not sacrifice more than 30k coins.
The same classification applies when we talk about skill upgrades which is in the next section.
Leveling is of course useful when it comes to dungeon, but pushing the level while optimizing saving is not necessary. I reckon that 500HP is very sufficient, that you do not urgently need a tougher body. Leveling beyond lv100 is doubly difficult anyway.
Skill upgrades (SU)
This is potentially a huge money sink. While the effectiveness of skills are still arguable, they may cost a lot for sure, at high levels.
There is a fixed chance where hero purchases a level up for a particular skill. The cost is 500 times level of the skill. Like pet resurrection, the exact amount spend will be slightly above, usually a few hundred more.
Three solutions to reduce the frequency of skill upgrades:
- Carry less coins. If your lowest leveled skill is of level 80, then you will be safe carrying under 40k coins and so on. The chance of triggering a skill upgrade is not a 1/0 switch: it follows a certain distribution. The more skills where level up are eligible, the more likely that skill upgrade will occur. Carrying more coins than that needed to upgrade the lowest leveled skill is not the end of the day. However there is a hidden risk: if skill upgrade still happens, you may be left with extremely low amount of coins, and that obscure your cycle.
- Carry loads of coins. Check your best skill for the maximum possible amount of gold spend on skill upgrades. For example if it is of level 110 then 55k coins will be used at once, for most. Carrying 10k above the threshold would be enough for you to maintain the cycle in the worst case (i.e. with the best skill upgraded).
- Choose the town to save wisely. There are towns where you can upgrade skills cheaply or more expensively. Use these wisely you can avoid skill upgrades to the most.
In the following chapter I will cover a few discrete mechanics that is essential to saving efficiency.
Effectiveness of voice commands
It is known that the hero does not always listen and obey to the commands. Not listening is in general not a big problem as it is a simple random event with fixed distribution, the hero is guaranteed to react if you give command enough times.
The main problem lies on whether the hero obey the command.
Despite the extremes (sacrifice, cancel quest), the hero will usually listen to you within 1~3 times they reacted.
Willingness drops gradually when - You perform the same action too many times in a short period of time (combine, pray) - You are halfway through (60%) a quest. The closer to completion the effectiveness drops.
Willingness drops sharply when - You perform the same action too many times in a day - You are halfway through (60%) an epic quest. The closer to completion the effectiveness drops sharply.
The last one is the largest problem of all. Not only that it makes vc extremely ineffective (it takes 4~20 charges before they finally obeyed), such state lasts very long (up to 36 hours). Less savings is expected during epic quest.
To avoid such problem, one should either push for completeness of the epic quest (mystery box, do quest commands), or to cancel it at the beginning. However, since epic is a major source of logs such method is not strongly recommended.
Choice of towns
Towns are where you go back to save. Each town has their own properties, which are not essentially bad (except for godville with the unwanted sac function), so you should choose wisely on towns you want to go back on.
- Good trading vs bad trading Items are not your main source of gold so in general that basically does not matter at all. Amount of gold you get by trading is kind of unstable so that does not help in manipulating exact gold count too.
Of course, exception is when you carry valuable items like sailing loots, then trading does matter here.
Importance (out of 5): ☆
- Heal faster vs heal slower That does not affect saving effectiveness at all. If any, fast healing reduces time wasted (by a bit), but slower healing helps by reducing dungeon/sailing cooldown and that makes manipulation a bit more flexible.
- Better prayer vs bad prayer
There are two kinds of praying efficiency: - GP gain per coin sacrificed - Amount of coins used for prayers
The first is strictly desirable. The second however, is not. What you want is to fill the GP bar with few coins as possible. Using 4000 coins in a bad prayer town is better than wasting 18000 coins in a good prayer town --- they both fill the bar up to 100%.
Good/bad prayer town as described in game -- means both of them.
That means in a bad town you pray less effectively and sacrificing less coins, so you may not fill up to 100% ( filling up to 80% should be easy), but you potentially waste less coins too. On the other hand, entering a better prayer town means you are almost guaranteed to get 100% but you potentially waste more coins too.
The difference is small anyway.
- Cheaper equipments vs Expensive equipments
The significance is more on the non-templer side on gold bricks. Post-temple players don't buy equipments often, and they don't cost much.
- Cheap skills vs expensive skills
Towns with cheap skills allow you to purchase skills at 50% the price, i.e. 250 per level. An average player with skill levels 60~100 is very likely to have skill upgrades there (as long as they got 15k with them). Therefore if you have lots of coins it's worthy to visit a town with cheap skills so that you can purchase skill upgrades while saving properly.
Towns with expensive skills have skill upgrades costing 150% as usual, i.e., 750 per level. If you have some (30~50k) money it's worthy to go there so that you can't afford for an expensive skill upgrades, hence saving your money towards your shop.
The exact manipulation depends on the amount of coins you have, but both of them can be extremely handy.
- Good savings (lavish parties) vs bad savings (cheap parties)
This is the most interesting property of course, because it is directly related to our goal.
Fact: the saving property of a town does not affect the willingness to save.
Given the above fact and that when you send the hero back under appropriate conditions, the chance of saving is larger than the chance of wasting, going for towns that save more is always a good thing. However, I would say there is no need to push hard to towns with good savings -- the expectation is not going to vary much. Also coins that you didn't save/waste isn't going anywhere -- it stays in your pocket till the next chance of visiting towns.
Just a side note, even in good savings town, the hero typically is not going to save more than 75% of the coins (anything over 50% is rare), so there is no need to worry about leaving with insufficient gold that breaks the cycle.
TD;RL it affects the amount you can save in a town, but it does not affect much in a long run.
The town locations are shifting regularly under the townv2 system. However, there are a few positions where good savings towns are usually there, and they are amazingly close to the original good saving towns' positions: 15ms, 33ms, 67ms and 135ms.
The choice of town however, is largely out of your control. First the towns are now shuffled (which wasn't in the past). Secondly it is extremely costly to wait the hero to advance to towns two of three up front -- he is very likely to have health depreciated and health potions running out, then he will go back out of your control.
When he goes back autonomously, he may not sell and save (when his bag is filled below 40%), or even worse he may go back to godville, which is known for likely skill upgrade (this is NOT the same as cheaper/more expensive skills. He is just likely to upgrade if possible), and expensive (not effective) prayers. With these properties, Godville is strictly a BAD place to save money (unless you want temple bonuses which is not that great in terms of assisting the savings goal).
So, in order to avoid autonomous return, players are advised to send him back in red health while he is free. There aren't actually many choices for you -- it's either this town or next town, so as long as you avoid towns that may put your into a poor state after skill purchases you will be fine.
I want to address a few special towns here.
- Godville The worst town to enter due to exp conversion. They say Godville is fully neutral when it comes to town properties, but that does not seem true. Heroes are quite likely to purchase skills and pray more [up to 1/3 coins] here, which are both bad for savings.
- Laplandville Festive town with all the good properties. Under the townv2 system, this town is good for savings not just because it is a town for good savings (and lavish parties), but it situates right in front of Godville, so that you won't return to Godville as far as 2 miles away from it. This is particularly useful because if you send him back by sail upon quest completion, then he will start a new quest without healing, that he is usually injured. That gives you a very good chance to reach town immediately.
[In fact, the chain is very likely to be broken when you start a quest after sailing. There are many reasons for hero to return early: bad injuries and full lootbag. He is likely to return before 15ms, which is the second town. That leaves you very little choice, esp. when the bag is filled.]
- Heisenburg The mysterious moving town with properties amplified. This is particularly important when the town allows good savings/lavish parties. It literally allows hero to save or waste all of their gold. Big gamble and may break the cycle -- but like having saving dungeons, this is worth trying.
- Lostway/Unspecifysidan The two towns with holy status in the townv1 system. It is fully worth to pay a visit there if you got a chance...Consider I have only visited both towns twice in a 5 years span. But well under townv2 it seems like you can visit them freely now...but the truth? Well I don't know. If you sail every 12 hours it is almost impossible for you to reach 650/900 miles away.
- Roflopolis The town name suggested by players, and yet to be discovered. For 4 years already. This is really disappointing and I am here to demand devs to put it in >:(
Unlike towns, the effects last for a whole day, so unless the newspaper updating soon, you will have to cope with these.
- Activables cost 25% This is of course a good thing - aim to activate important items like sea treasure whenever possible.
- Activables worth as twice/half Similar to good/bad trading, this does not matter much usually. However if you have sea treasure then you may want to keep it for sale if it worths more, and activate it when it worths less.
- 70% charge day Dungeon and sails are now easier. Makes your life easier too.
- Monsters grant artifacts The player will accumulate loots faster, which puts him faster into the 40% range. The hero will be more likely to enter the waste/save phase during autonomous return to town. Does not matter much during daytime when the hero is closely monitored.
- More likely to lose/destroy/ruin artifacts No any significant effect. You might be worried that sea loot may be destroyed, but I've never seen that, in contrasts to 10+ times where the sea loot was taken as bait.
- Epic more likely Epic quest is bad and unwanted as explained. Does not trigger much but you just do not want that.
- All roads lead to Godville Bad. Damn bad weather.
- Encourages/punishes change personality deepens Unrelated to savings.
- Encourages/punishes make deeper influences Unrelated to savings.
- Sending to arena costs 25% Unrelated to this guide. Arena is not suggested by Saturio since it wastes charges and breaks the coin cycle upon losing a match.
- No skill upgrades Good that you won't waste coins on skills that day! Just push harder for savings.
- No equipment upgrades Similar to above but since equipments are not expensive, that does not matter much.
- More efficient prayer Prayers gives at least 25% more, which is good -- you can safely visit bad prayer towns today.
- Better bingo rewards You can get 5~10k more from bingo at that day. Not that important but you may make use of that if you used to participate in the bingo game.
- Voice commands more(less) likely to be heard Lower(higher) costs needed for vcs, but as analyzed above, that does not change the willingness to obey. It is negligible too.
And of course, the most important one:
Heroes and heroines are less likely to spend money in taverns and, if eligible, put into savings instead.
That means the hero will ALWAYS SAVE POST-SELLING.
You should push as hard as possible for savings on that day -- saving above 100k on that day is moderately possible with such weather!
What I planned to extend in the future - Fix typos and add internal links - Make it more guide-friendly instead of a piece of literature - Dungeon and sailing tips [this is of low priority because you can simply visit dada's guide]
V1.0 17/02/19: The initial version