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A spot that takes 2 h alone is cleared in 4 min 48 s by five diggers, because speed scales with the square of their number, and everyone still gets paid.
The Alliance Duel branch costs 54,110 Study Scrolls, while a week of the event pays 840 for a win and 420 for a loss, so it fills up over months.
Six camps of 40 to 60 monsters and 3 attempts each, while accumulated damage grants up to 10% more damage, which makes the later camps easier than the first.
Scrolls run from 750 at the bottom of the lowest league to 3,120 for first place in the highest, so promotion outweighs climbing the ranks inside a team.
Five phases each score only their own actions: a hero recruit pays 400 points, a unit of energy 100, and a minute of speedup 10 in three phases out of five.
Rosters reach 350 players, skills are taken one out of two pairs 5 times, and first place in a zone pays 300,000 crystals against 100,000 for a fort stage.
A mismatched faction loses half its damage on the Abyss boss, the weekend boss allows only 3 attacks, and the alliance boss runs 12 levels of shared damage.
The top caravan quality carries 6.0x what the lowest does, and the list of 12 runs refreshes free once a day, so quality beats the number of runs.
A city cannot be moved to another server, only a fresh character without the purchases; server time, servers closed by the Era and the migration status.
An alliance boss with levels by server day from the 7th to the 120th: 35 lures add 25% damage, and the top damage takes the alliance reward several times over.
86 cities each buff the whole alliance, yet equal levels pay differently: two level-six fortresses grant 20% while the third gives only 5% training speed.
The alliance track of stage 10 pays 255,600,000 antitoxin in full, while a personal run tops out at the twenty waves one player can hold.
A universal UR fragment drops at every secrecy level, one per operation out of 70, so the operation available now beats saving up for the top line.
Idle income banks only eight hours, covert operations stay the main source of hero XP, and five free arena battles are worth up to 250,000 Antitoxin.
A cap of 1,000 soldiers and 10 minutes per level even out the armies, so hero levels, skills and gear decide the fight instead of the size of the army.
The Elixir Race map with its eleven structures and their points, the capture order, when the castle and herb camps open; troops on this map are free.
50 pass levels and 35,000 points take about 26 days out of an era of 56, because 7 daily tasks pay 1,100 points a day with 6,600 more from one-off tasks.
The Alliance Duel runs six days and each day pays for its own actions: Raven Essence is worth 2,500 points on days one and six, the multipliers 54,110 scrolls.
60 difficulties of 3 branches with 20 levels pay 3,338,400 medals, yet arenas open in turn, so early on the Expedition runs one branch instead of three.
153 one-time steps around the city pay 145 recruit tickets across 29 of them, the first at step 4, which is why every player clears the chain to the end.
The dungeon banks 8 hours and hands over 14,000,160 Antitoxin at the cap, while its 500 secret levels pay 371,689,698 Antitoxin once each, on top of that.
At difficulty 1 quality four is 18% of rolls and at difficulty 35 it is 41%, so the Sanctuary reshapes the draw itself rather than only the payout.
A starting reward track for total Might with thresholds from 32,000 to 4,600,000: the last one pays a UR sword, and the event opens at Sanctuary level 5.
The clinic and the lab have to stay ahead of the Sanctuary, and reaching level seventeen costs about 250 million resources and 425 hours of building.
Glory Medals go to the losing side too, 60 against 200 for a win in the lowest league and 300 against 1,000 in the highest, so entering always pays off.
15 tracks of 10 steps pay 25,000 skill badges each, and Cynthia and Joker count towards four tracks at once, so shards belong in one pair of heroes.
Nine difficulties ask from 770,000 to 30 million Might, with 2 boss attempts, 5 free help calls per difficulty and 20 helps in total across the whole run.
All 169,911 five-hero squads ranked: a squad rests on three tanks, the last two places go to DPS heroes and a support, and one faction adds up to +20%.
Hunt Battle is started by an R4 or R5 in an alliance of 20 or more: five waves of 30 Blights and a boss, nine difficulties, up to 2,800 Gearstones per wave.
Energy refills one unit every 6 minutes, 240 a day, and the bar caps at 120, so two logins a day keep it moving instead of wasting the regeneration.
Permanent sources add up to 490 soldiers under one hero, 350 of them from hero levels alone, with 100 from the faction statue and 20 from technologies.
Payout is read from the castle level at the moment of opening: antitoxin boxes grow about 57-fold across 35 levels while resource boxes only treble.
In Pandemic Experience the difficulty is fixed for the whole event, the next unlocks for the next run, and the alliance boss lasts 30 minutes with one retry.
The game has no Windows or Mac version; on a computer it runs through the Android emulators BlueStacks and LDPlayer with the same account as on the phone.
Answers to all 81 Quiz of Wisdom questions in Last Asylum: Plague with a question search, the rules, rewards for 1-10 correct answers and the unlock level.
Development sells Might at 794 resources a point against 18,065 for Hero, so the early Development and Economy branches are the ones worth closing first.
The hero wheel drops shards in about a third of spins and almost always one at a time, while its commonest line, Gearstone x120, comes up in 21.50%.
The Royal City Scramble on server day 27: eight hours of fighting for the Royal City, victory after four hours of holding it, the winning leader becomes King.
The Sanctuary grants 7 free eight-hour shields, and any military action triggers War Frenzy, which blocks a new shield for 15 minutes on every level.
17 shops hold 255 entries: the best rate is 300 expedition medals for 1,000 Gearstones, while a survivor token costs 4 coins with a cap of 2,500.
Of 1,446 priced bundles 1,195 return the same diamonds as a plain tariff at 100 per dollar, so buying diamonds outright is nearly always the worse deal.
One free call a day and a daily cap of 200, with a universal UR fragment in 4.60% of calls, though the boxes beat every other free source in the game.
Temple Battle opens at Sanctuary 15, and the winning kingdom hands out court posts: the Inner Court minister raises grain, timber and herb output by 100%.
During Thief Hunt the Gold Thieves show on the map, the Thief Leader pays 78 Lion Coins per rally, and the coins buy Recruit Tickets and Raven Essence.
Seven contests in a row price actions very unevenly: a UR caravan pays 5,000 points, a UR covert operation 2,000, a Falcon Quest 1,000 and a bundle 30.
A map takes 7 fragments, a gold find comes up once in ten runs, and a bad-luck counter set to 15 caps the streak, so an empty dozen is no reason to stop.
52 trials complete themselves as gear and weapons progress, paying universal UR hero fragments plus 42,250 skill badges without any effort of their own.
A building level opens a feature, not time played: campaign, alliance and bag arrive at Sanctuary level 4, leaderboards at 8 and raven gear at 15.
VIP 5 costs 11,000 points and turns on auto-dispatch, while combat percentages wait until VIP 12, which makes the middle of the scale the sensible stop.
On the event day Wandering Blights spawn more often, the first-kill reward is paid up to three times, and Kingdom Quests pay survivors for kills.