![]() ![]() The daily dungeon bonus will double both values.Experience is capped at a minimum value of 5.Add to these values the expected party bonus percentage, then a random amount between -5 and +5.Without going into details of the formulas used, here's a table of approximated rewards with no bonuses. The items page contains information as to what has been by players so far and is a good indication of what can be expected. Loot tables & item drop rates are dungeon specific and remain unknown for now. However, higher level dungeons offer the possibility of finding items which will further improve your bonuses. All dungeons are the same as far as experience & wolfcoins are concerned. The amount of xp & wolfcoins received for completing a dungeon will be different for everyone and based on only 2 factors: your level and global party bonuses. If that happens, his level will be adjusted down to reflect the new XP value. In the event that a player loses XP shortly after having leveled up, it is possible that he will fall below the XP requirement for his current level. Clerics provide the party with a 10% base bonus chance to prevent death, which can be improved by item bonuses. The amount of XP and Wolfcoins lost will be determined by each player's level. This penaly involves a loss of XP, Wolfcoins and potentially items. If a dungeon ends in failure, players in the party have a chance of suffering a death penalty. If going into a dungeon with a base success chance of 60% and a global party modifier of 30%, the final success chance would become 90%. Note: The (Player Level / Dungeon Max Level) ratio cannot be lower than 0.75 And if going into the Crypt of Iron with a max level of 12, then his bonus would be 18.75%. ![]() If going into the Ogre King's Lair which has a max level of 6, his bonus would become 37.5%. ![]() If he were to run the Thunder Mountain dungeon which has a max level of 9, the full bonus would apply.
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