Guide › Adventures, trials & events
Adventures, trials & events
The map, dungeons, expeditions, the arena, trials, the wild trail, battle puzzles, events and seasonal festivals.
In this chapter:
Adventure
Fight your way over 10 islands with 30 stages each. Win stars and rewards with your team of 5.
How it works. Open Adventure, pick an island and a stage, check your team and tap Battle.
Where to get it and where you need it. Win a stage to open the next one. Every island has 3 difficulty levels, and bosses drop gems and sometimes eggs.
Unlocks at player level 3.
- Element matters: look at the enemy elements and bring monsters that are strong against them.
- Stuck? Feed and star up your monsters first, then try again.
The 10 islands
| Island | Element | Opens at player level | Boss rule | Stages |
|---|---|---|---|---|
| Meadow Isle | Bloom | 3 | Thorny hide: every hit on the boss hurts the attacker for a quarter of the damage. | 30 |
| Shell Bay | Tide | 6 | Rising tide: the boss heals a little at the start of every turn. | 30 |
| Cinder Peak | Ember | 8 | Ember fury: each hit of the boss may set its target on fire. | 30 |
| Red Canyon | Stone | 10 | Stone skin: the boss starts behind a big shield and takes 15% less damage. | 30 |
| Thunder Cliffs | Storm | 12 | Storm rage: the boss is very fast and grows stronger whenever a helper falls. | 30 |
| Glacier Reach | Frost | 14 | Ice heart: the boss cannot be stunned, frozen or put to sleep and often shrugs off other effects. | 30 |
| Cogwork Isle | Gear | 16 | Clockwork trap: your monsters start fatigued, so attacks cost more stamina for 3 turns. | 30 |
| Gloom Woods | Shade | 18 | Shadow veil: the boss dodges a lot in the first turns and lands more critical hits. | 30 |
| Dawn Terraces | Dawn | 20 | Dawn ward: the boss team starts shielded and the boss heals from its own hits. | 30 |
| Arcane Spire | Arcane | 22 | Arcane mirror: for the first turns the boss reflects bad effects back to you. | 30 |
Difficulty levels (every island has all three)
| Difficulty | Enemy level bonus |
|---|---|
| Normal | +0 |
| Hard | +20 |
| Nightmare | +36 |
Events
A free gift for every day of a 28-day calendar, a season pass with 30 levels and a boss to beat.
How it works. Open Events and choose a part: calendar, pass or boss.
Where to get it and where you need it. Pass levels fill while you play: fights, feeding, hatching, breeding and building all count.
Unlocks at player level 5.
- Visit once a day: the calendar gift is free.
- You get 3 tries against the boss; use them all for the best milestone rewards.
| Part | Numbers |
|---|---|
| Calendar | 28 days, a free gift each day |
| Season pass | 30 levels |
| Event boss | 3 tries |
| Tower | 100 floors, a boss every 10 floors |
Festivals
Festivals follow the seasons: 4 festivals a year, each lasting 14 days, with special fights, weather and outfits.
How it works. Open Festival and look for the festival things hidden on your island and in fights.
Where to get it and where you need it. There are 8 festival things to find every day. Finding them fills festival rewards.
Unlocks at player level 16.
- Festival outfits stay yours after the festival is over.
- Between festivals the button rests and shows when the next one starts.
The 4 festivals
| Festival | Starts | Currency | About |
|---|---|---|---|
| Lantern Nights | Day 10 of month 1, 14 days | Lanterns | The island hangs paper lanterns in every tree and lights the long evenings. |
| Blossom Days | Day 10 of month 4, 14 days | Petals | Petals fly through the air and every path is covered in flowers. |
| Sunstone Days | Day 10 of month 7, 14 days | Sunstones | Games in the bright sun, warm sand and golden stones to collect. |
| Gathering Fair | Day 10 of month 10, 14 days | Grain ears | A big market where everyone swaps what they grew and gathered. |
Expeditions
Send monsters on a trip to one of 8 places. They come back with gold, food and materials while you do other things.
How it works. Open Expeditions, choose a place and a trip length from 30 min to 24 h, pick your monsters and send them off.
Where to get it and where you need it. Collect the loot when they are back. Longer trips bring more.
Unlocks at player level 6.
- A monster on a trip is away until it is back, so keep your best team at home.
- Matching elements and higher levels bring more loot.
The 8 expedition places
| Place | Elements | What you find |
|---|---|---|
| Orchard Hollow | Bloom / Dawn | Sunny glades full of fruit: lots of food. |
| Ember Ridge | Ember / Gear | Hot rock full of ore, plus a little gold. |
| Tide Pools | Tide / Frost | Shiny shells and sea food: mostly gold. |
| Crystal Quarry | Stone / Arcane | Glittering stone that crumbles to rune dust. |
| Storm Cliffs | Storm / Shade | Wind-swept peaks where essence gathers. |
| Rune Ruins | Arcane / Myth | Old carved stones: rune dust and a little essence. |
| Clockwork Mine | Gear / Stone | Rusty tunnels with ore and loose coins. |
| Gold Dunes | Dawn / Storm | Sand that hides coins, food and a bit of ore. |
Base loot by trip length (matching elements and higher levels bring more)
| Trip length | Gold | Food | Rune dust | Essence | Ore |
|---|---|---|---|---|---|
| 30 min | 60 | 12 | 0 | 0 | 0 |
| 2 h | 280 | 55 | 1 | 0 | 0 |
| 8 h | 1,300 | 260 | 3 | 1 | 1 |
| 24 h | 4,200 | 850 | 8 | 1 | 3 |
Dungeons
Dungeons with their own rules and 10 stages each. Beat them for dungeon tokens, rune dust, ore and essence.
How it works. Open Dungeons, pick one, read its rule and fight your way up the stages.
Where to get it and where you need it. The Treasure Cave (8 rooms) opens at level 18, the Deep (15 floors) at level 25.
Unlocks at player level 10.
- Read the rule first: it tells you which elements and roles do well.
- Dungeon tokens buy things in the shop.
The 17 daily dungeons (each has 10 stages)
| Dungeon | Open on | Rule | Reward |
|---|---|---|---|
| Overgrown Orchard | Monday | All enemies are Bloom. | Food |
| Cinder Crypt | Monday | Only Ember monsters may enter. | Rune dust |
| Golden Quarry | Tuesday | All enemies are Stone. | Gold |
| Tidal Spring | Tuesday | Only Tide monsters may enter. | Essence |
| Clockwork Mine | Wednesday | All enemies are Gear. | Ore |
| Frost Pantry | Wednesday | Only Frost monsters may enter. | Food |
| Shadow Vault | Thursday | All enemies are Shade. | Rune dust |
| Storm Treasury | Thursday | Only Storm monsters may enter. | Gold |
| Arcane Library | Friday | All enemies are Arcane. | Essence |
| Stone Depths | Friday | Only Stone monsters may enter. | Ore |
| Dawn Garden | Saturday | All enemies are Dawn. | Food |
| Bloom Ruins | Saturday | Only Bloom monsters may enter. | Rune dust |
| Gear Vault | Saturday | Only Gear monsters may enter. | Gold |
| Wave Cellar | Sunday | All enemies are Tide. | Food |
| Sunrise Shrine | Sunday | Only Dawn monsters may enter. | Essence |
| Night Forge | Sunday | Only Shade monsters may enter. | Ore |
| Wizard's Hoard | Sunday | Only Arcane monsters may enter. | Gold |
| Dungeon | From player level | Size | Boss |
|---|---|---|---|
| Treasure Cave | 18 | 8 rooms | Rooms 4 and 8 |
| The Deep | 25 | 15 floors | Floors 5, 10, 15 |
Arena
Climb 8 leagues with your best team and open chests as you rise. A season lasts 4 weeks.
How it works. Open the Arena, pick an opponent and fight. A win earns trophies, a loss costs a few.
Where to get it and where you need it. At the end of a season you get a reward for your league. Arena tokens buy things in the shop.
Unlocks at player level 12.
- Use Best team to pick the five strongest monsters against the opponent.
- Class arenas let every monster fight on equal terms.
The 8 arena leagues
| League | Trophies needed | Typical enemy level |
|---|---|---|
| Sprout League | 0 | 5 to 15 |
| Bronze League | 150 | 14 to 25 |
| Silver League | 400 | 24 to 35 |
| Gold League | 750 | 34 to 45 |
| Crystal League | 1200 | 44 to 60 |
| Ruby League | 1800 | 58 to 75 |
| Star League | 2500 | 73 to 90 |
| Legend League | 3300 | 88 to 100 |
Trials
Fixed challenges with special rules, 4 tracks of 6 trials each, and class arenas where every monster fights on equal terms.
How it works. Open Trials, pick a trial, read its rule and build a team that fits.
Where to get it and where you need it. Every trial is a one-time reward the first time you pass it.
Unlocks at player level 14.
- The rule of a trial is the hint: it tells you what to bring.
- You can try again as often as you like.
The 24 trials in 4 tracks
| No. | Trial | Rule | Enemy level | Recommended team level |
|---|---|---|---|---|
| 1 | Duo Duel | Only two monsters per side: you send two, two enemies answer. | 26 | 20 |
| 2 | Humble Roots | Only Common and Uncommon monsters fight, you and the enemies. | 24 | 22 |
| 3 | Iron Start | Every enemy starts with a shield worth a quarter of its life. | 22 | 24 |
| 4 | Rainy Day | Everyone starts soaked for 6 turns: Storm and Frost hit 50% harder and nobody can burn. | 25 | 26 |
| 5 | Quick Win | Win in 8 rounds or fewer. A slower win does not count. | 18 | 28 |
| 6 | Pack Hunt | Only Beasts may fight for you. | 29 | 30 |
| 7 | Front Line | Only Tank monsters may fight for you. | 24 | 36 |
| 8 | No Healing | Nothing can be healed this fight, for you or for the enemies. | 32 | 39 |
| 9 | Heavy Moves | Everyone is fatigued for the whole fight: every skill costs 50% more stamina. | 45 | 42 |
| 10 | Pure Bloom | Only Bloom monsters may fight for you. | 38 | 45 |
| 11 | Blitz | Win in 6 rounds or fewer. A slower win does not count. | 40 | 48 |
| 12 | Glass Cannons | Everyone has 35% less life but deals 35% more damage. | 51 | 51 |
| 13 | Underdogs | Only monsters up to Rare may fight for you. The enemies can be Epic. | 56 | 58 |
| 14 | Red Tide | Everyone starts bleeding for 4 turns: life drains and healing is halved. | 59 | 61 |
| 15 | Speed Trial | Only Speedster monsters may fight for you. | 56 | 64 |
| 16 | Mirror Hall | Every enemy starts with a Mirror Veil and Thorns: bad effects bounce back and hitting hurts. | 59 | 67 |
| 17 | Short Fuse | Win in 5 rounds or fewer. A slower win does not count. | 49 | 70 |
| 18 | Lone Wolf | Only one monster may fight for you. One giant enemy waits. | 73 | 73 |
| 19 | Medics Only | Only Support monsters may fight for you. | 65 | 78 |
| 20 | Burning Hearts | Everyone starts overcharged for 4 turns: 40% more damage, but every action costs 8% life. | 75 | 82 |
| 21 | Slow Start | Your monsters start slowed for 4 turns, so the enemies move first. | 73 | 86 |
| 22 | Storm and Frost | Only Storm and Frost monsters may fight for you. | 83 | 90 |
| 23 | Last Call | Win in 6 rounds or fewer, and every enemy starts with a shield. | 60 | 94 |
| 24 | Master Exam | Two monsters, no healing, shielded enemies and 12 rounds: everything at once. | 90 | 98 |
In a class arena every monster fights on the same level, without runes, stars or gear. The family and the elements of the family and element classes change every week; the table shows one example week.
Class arenas
| Class arena | Rule (example week) |
|---|---|
| Common Class | Only Common and Uncommon monsters, for you and the enemies. |
| Family Class | Only Spirits, plus one free guest of any family. The enemies bring a guest too. |
| Element Class | Only Ember and Arcane monsters, for you and the enemies. |
Wild Trail
A new trail every day with 12 rows. Pick your way, collect blessings and beat the boss for trail tokens.
How it works. Open the Trail, pick a group and choose a path. Fights, shrines, camps and traders wait along the way.
Where to get it and where you need it. Trail tokens buy things in the trail shop. Relics are sometimes found here.
Unlocks at player level 20.
- Your life carries over between fights, so rest at camps.
- Blessings last for the whole trail.
Battle Puzzles
Fixed teams and one clever way to win. Solve 60 puzzles in 6 chapters and learn how fights really work.
How it works. Open Puzzles, pick one and try to win with the team you are given.
Where to get it and where you need it. Each chapter holds 10 puzzles. Finish a chapter for a badge and a reward.
Unlocks at player level 8.
- Stuck? After a few tries you get a hint.
- Read every skill: the answer is in the skills.
Puzzle chapters
| Chapter | Topic | Puzzles |
|---|---|---|
| 1 | Elements and Weaknesses | 10 |
| 2 | Effects and Control | 10 |
| 3 | Reactions | 10 |
| 4 | Shields, Guard and Cleansing | 10 |
| 5 | Stamina, Cooldown and Turn Order | 10 |
| 6 | Master Puzzles | 10 |