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    FAQ/Strategy Guide by Sederien

    Version: 1.0 | Updated: 09/29/13 | Search Guide | Bookmark Guide

    -------------------------Dragon Era - Slots Adventure--------------------------
    ---------------Game overview, guide for beginners and strategy tips------------
    By Sederien (Contact through GameFAQs PM or in game ID: a1c2a5)
    iOS Game Name: Dragon Era - Slots Adventure
    Release Date: September 24, 2013
    Guide Version: 1.0
    Guide Date: September 29, 2013
    ----------------------------Using the guide------------------------------------
    As a newly released title (released last week as of this writing), there is a
    dearth of information regarding Dragon Era. This very simple FAQ has been
    written to help the complete newcomer and seasoned "iOS Dungeon RPG" fan alike.
    It covers only the very basics and is not intended as a tell-all guide. Should
    the game become more popular, you may find additional resources written on
    GameFAQs soon enough.
    ---------------------------Table of contents-----------------------------------
    /1.00\ Game Overview
    /2.00\ Basic Strategy
        /2.01\ Selecting your Mega-Rare Starting Monster (For non-paying players!)
        /2.02\ Strengthening Monsters and Evolutions
        /2.03\ Other Basic Strategy
    /3.00\ Version History and Acknowledgements
    /1.00\ Game Overview
    Dragon Era follows the tried and true formula found in a large number of social
    dungeons RPGs following in the steps of the ever popular Puzzle & Dragons. In
    fact, if you've played Puzzle & Dragons before, you'll find the general game
    flow to be very similar:
    1) Players start the game with a selection of low level cards (hereafter
    referred to as monsters)
    2) Using Stamina players enter dungeons and battle against multiple waves of
    3) Completing a dungeon rewards players with experience, gold, and potential
    new monsters/materials for their collection
    The major differences between this game and Puzzle & Dragons is that battle
    outcomes are determined by a slot machine and there is player vs. player
    combat through an Arena. The slot machine mechanic makes the game a bit more
    "zen like" in that players are allowed to remove themselves from the chore
    of manually matching symbols in what is essentially a grinding game (both P&D
    and this offshoot), but does remove a bit of player control. Still, leader
    skills, monster abilities, and your general team makeup are still the keys to
    winning in tough encounters. And while the game is still in its infancy, it
    has made a few improvements to the formula that made it worth writing about.
    /2.00\ Basic Strategy
    The very basics of the game are covered well enough by the in-game tutorial and
    the in-game help section (accessible under the Menu button). This guide will
    only cover what is not covered in the game.
    As in other games of its type, the most important resource a player has is
    "Energy" which regens at a rate of 1 every 10 minutes. Energy can be
    replenished through leveling up (preferred) or by using Energy Potions (almost
    never a good option unless you are trying for a time-limited bonus dungeon).
    Energy Potions are one way in which the game can cost money should a player
    decide to purchase gems, the overall currency with which potions, random rare
    cards, and increased limits can be purchased... as gems are a finite currency
    obtained by completing dungeons and gaining all of the available drops within
    each area (get 100% Items Found for a free 10 gems) or by paying into the game
    and supporting the developer. Still, gems purchased in this way are better
    spent on increasing your card collection and/or card limits in general.
    Q: When is the best time to use Energy Potions?
    Only at high levels (when you have more than 50 Energy) and only for time-
    limited bonus dungeons. Otherwise, it's almost never a good idea.
    Q: When is the best time to use a Revive Potion?
    Pretty much never. It'll almost always be cheaper to quit out of a dungeon
    and try again. The only time you might want to revive is if you're on the last
    wave of an especially hard bonus dungeon and you're carrying a number of
    treasure chests that you know you need/want.
    /2.01\ Selecting your Starting Mega-Rare Monster
    As Energy is used upon entering dungeons, you want to ensure that you can
    complete them with the right team! A list of starting monsters has been compiled
    on GameFAQs and can be seen at the following link
    but the most important ones for free players are described below.
    If you're planning to play the game without spending a dime, your starting rare
    monster should be one that you can grind through early game to build and
    strengthen your collection with as few issues as possible. This can be done in
    two ways: healing each round or through pure damage. As treasure chests are
    gained randomly throughout the course of a stage, the more spins you make, the
    better your general chance of getting loot are. As such, you may want to focus
    on one of the healer leaders:
    -Saintess of the Ocean-
    Heal Chance II: Within 3 turns, chances of matching recovery symbols is
    increased. (13 Turn Recharge)
    Healing Light: Recovers huge amount of HP each turn.
    -Holy Priestess-
    Heal III: Recovers HP equal to 10x member's recovery power. (20 Turn Recharge)
    Healing Light: Recovers huge amount of HP each turn.
    -Floral Saintess-
    Heal II: Recovers HP equal to 5x member's recovery power. (10 Turn Recharge)
    Healing Dance: Recovers a large amount of HP each turn.
    Of the three, Holy Priestess is the best option followed by Saintess of the
    Ocean and Floral Saintess in that order. Floral Saintess recovers about half
    of what the other two heal for each turn, but if you don't want to reroll
    (described below) 100s of times, any of the three will do fine!
    One other monster of note that goes along with healers is:
    -Hell Marionette-
    Frighten: Increase the attack countdown timer of all enemies by 5 turns
    (25 Turn Recharge)
    Death Guard II: Revives the team with 1HP when defeated by a single attack
    when HP is above 50%.
    Basically, so long as you have a healer friend that tops above 50% of your
    total health each round (and keep in mind, once friends with someone, you can
    use their monster as often as you'd like as a second leader!) and you don't
    get hit by multiple monsters, you can endlessly roll along without worry. This
    is likely limited to the basic dungeons, though. The author expects there may
    be more tactical play down the line.
    Other than healers, any monster which increases ATK by 2x of one type of
    monster is also a fair start. Especially "attack-type" monsters which are
    plentiful in the early dungeons and easy to level.
    Q: How do I "select" a starting monster?
    At the end of the tutorial, you'll evolve your dragon and be given a directive
    to Recruit a new 4-star or better monster along with a query asking for a
    referral ID (if a friend invited you, use their ID... alternatively feel free
    to use the author's: a1c2a5).
    The recruitment is a one-time roll that will select from about 35 monsters.
    IF YOU DON'T GET THE ONE YOU WANT: hit the Menu button, followed by Account,
    and Delete Account. Doing so will take you through the tutorial again, but
    you'll get a new roll at the end and another shot at the monster you want.
    Q: Does it really matter which monster I get?
    If you like the game and don't want to get bogged down in the middle, yes.
    End-game, none of the monsters are likely to be super powerful because all of
    the starting 6* monsters are not able to be evolved into a stronger form. And
    while we do not yet have information as to what all of the 7*+ monsters are,
    it's a good bet they'll be both super leaders and team-mates. Your goal is
    simply to get a monster you're comfortable with. Not to reroll forever to get
    "the one."
    /2.02\ Strengthening Monsters and Evolutions
    One of the nicer features of this game's upgrade is process is it tells you the
    percentage chance for a monster to gain a skill upgrade (decreasing the amount
    of turns required to recharge the skill). This chance increases in 15%
    increments up to 90% for every monster fused into the base one with the same
    skill name.
    Q: When should I strengthen a monster?
    Strengthen a monster anytime you run out of room in your collection starting
    with strengthening your leader or combining like cards (with the same skills)
    if you have a 3* version of that monster. Your 6* starter monster (which you
    selected in the last chapter of this FAQ) doesn't evolve and, thus, will never
    lose levels. So no experience is wasted putting more into that card if you have
    nothing else useful to strengthen.
    Also remember that your core team of 4 (usually consisting of your 4* dragon in
    the early stages) is just as important to level for the additional health and
    other stats. Enemies may only hit for up 500 damage in the First Chapter of the
    game, but quickly begin hitting for almost 2,000 by the time you hit Chapter
    Three. Though, since you do NOT need to level monsters to evolve them, don't
    worry about getting them to max level right away. You'll only lose those levels
    after an evolution, so it's best to max the ones that can't be evolved before
    those that you plan to if you want them on your team.
    Q: When should I evolve a monster?
    Any monster that is not greyed out in the selection screen can be evolved. It's
     suggested that you only bother evolving 3* or greater monsters as evolving 2*
     mobs takes a number of rare (from gold chest) materials that really don't drop
     often. Additionally, your free or PAL point recruitment will roll up to 3*
     monsters already.
    Select carefully when you evolve your monsters and what works best for your
    /2.03\ Other Basic Strategy
    Not covered in the above sections, here's a couple of general tips for new
    1) Farm for chests.
    Farming for chests will allow you to receive both loot and (potentially) a
    bonus card when you collect all the drops. Since chests are dropped randomly,
    lower your "bet" to reduce your matching and damage chance if you have the
    health/healer to do so. However, there's a limit to the number of chests you
    can farm in any stage so don't bother farming for more than 3 chests in a stage
    with only 3 waves or farming for more than 5 chests in a stage with only 5
    waves (of any color). The chance to get more chests seems to decrease the more
    you have.
    2) Use your targeting.
    The AI is generally good about targeting the enemy with the least amount of
    health or the enemy with that will take the most damage from the elemental
    attack, but there are times when you want to ensure that the most dangerous
    enemy is targeted. Don't forget you have the ability to choose your targets
    when you need to.
    3) Beware sync'd enemies.
    If two or more enemies have the same attack counter, they are likely to take a
    significant chunk out of your life or kill you. This would be a great time to
    use your team member abilities or to use your targeting as mentioned above.
    /3.00\ Version History and Acknowledgements
    Version 1.0: Initial release

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