Introducing NFT Integration Lite, PvE Quest Challenges, and more!

Eternal Dragons
7 min readMay 10, 2023

Dragoneers,

It’s time for one rather large update! Tomorrow, Thursday the 11th of May marks the first time our Genesis Eternal Dragons will indirectly influence the auto-battler gameplay. We’re also delivering regular PvE Quest Challenges with rewards alongside a large patch that will enhance your gaming experience moving forward.

NFT Integration

We are excited to announce that your Genesis Dragon holdings will now impact your in-game occurrences, rewarding every holder with a greater edge in tournaments and leagues. This is a lite integration of NFTs, they will be fully integrated once all our Classes, Affinities, and Abilities are deployed. This is just the first step in truly integrating our NFTs into the game itself, but is a huge one in the Web3 journey of the Eternal Dragons.

Here’s how it will work:
- At the start of each game, we will check for the amount of Genesis Dragons held by the player. Please note any Dragons listed for sale will not be counted, and all wallets connected to a profile will be considered for holdings.
- Upon each shop roll the standard calculation will take place to identify what star of units will be presented to you.
- Lite NFT integration kicks in after this point. The more Dragons you own of a specific star level (rarity), the more likely you’ll get a dragon instead of a minion.

Let’s look at an example:
- Sakura rolls the shop, and one of the units is calculated to be a 3-star unit.
- This 3-star unit could either be a dragon or a minion. The odds of it being a dragon depend on how many 3-star (‘rare’) Genesis Dragon NFTs Sakura holds.
- Here is a table that shows the likelihood of a dragon or a minion based on what NFTs Sakura holds

*Note — The same calculations are also used for 1,2,4 and 5-star units.

Experienced Dragoneers will know the value of getting dragons in your shop; now, you have a semblance of control over your roll. Advantage holders! We will monitor these balance mechanics alongside your feedback and make adjustments if required. This is just the beginning of your dragons taking flight within the game; there’s plenty more to come!

Quest Mode Challenges

We are also ready to unveil another vast addition to the gameplay experience. Quest Mode will now receive a facelift through regular customized challenges. Quest Mode will be updated regularly with a new set of class and affinity combinations. Whatever the conditions, it’ll be up to you to progress as far into Quest Mode as possible!

We will, of course, reward Dragoneers who conquer the quests in the form of both Descendant Eggs and Eternium. A Quest leaderboard will allow you to monitor your progress against others and check out what prizes you might be in line for.

For the first quest, which starts Thursday at 12.00pm CEST, you’ll find the following conditions in play:

- Tankers and Warlocks only.
- Metal and Ice Affinities only.

Who can progress furthest along the Quest with an Icy-Metal enemy to conquer? We will find out over the next two weeks.

Game Patch 0.2.032

Not content with the two massive deliveries above? We’re also releasing a host of other gameplay balances and skill tweaks to enhance the auto-battler experience. This is alongside the recently announced Wind Affinity, taking the total to eight Affinities delivered.

Read the complete list of improvements and fixes here on the Eternal Dragons Wiki. You can also find the change details added at the bottom of this article.

So there you have it, Dragoneers, one almighty update for you! Now the question is, where do you go first?

- To Magic Eden to up your Genesis Holdings?
- To PvE Mode to take on the first Quest?
- To the PvP streets to try out the updated game against other Dragoneers?

The choice is yours!

See you soon,
Eternal Dragons

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CHANGELOG
Patch 0.2.032
08/05/23

GAMEPLAY
QUEST MODE
Icy-metal Warlocks and Tankers have invaded Quest Mode!
- In Quest Mode you will now only find Tankers and Warlocks of the Ice and Metal Affinities!
- Compete in Quest Mode again with brand new rewards for climbing the Quest Mode rankings!

DUNGEONS AND HARD MODE
- With new affinities come new teams for these game modes!

SHOP
Balance changes
- Upgrade cost for shop tier 3 increased to 14, up from 13.
- Unit drop chances per shop tier have changed.
- Tier 2 drop chances for tier |1|2| units changed from |66|33| to |50|50|.
- Tier 3 drop chances for tier |1|2|3| units changed from |17|50|33| to |17|33|50|.
- Tier 4 drop chances for tier |1|2|3|4| units changed from |17|33|33|17| to |10|25|40|25|.
- Tier 5 drop chances for tier |1|2|3|4|5| units changed from |8.5|17|33|33|8.5| to |7|10|33|33|17|.

Dragon Chance implemented (soft NFT integration)
- “Dragon Chance” is the probability that a unit in the shop will be a dragon instead of a minion.
- Dragoneers have a different Dragon Chance per unit tier, meaning that the more dragons of a tier a Dragoneer holds, the more likely it is that a unit of that tier appears as a dragon instead of minion in the shop.
- For reference, the default Dragon Chance for all tiers hitherto has been 20%.

SLAYER SKILLS
Tier 2 Power Skill changed to perform its strike first, its buffs last. It now reads:
- Strike a random frontmost enemy dealing Physical damage.
- Apply Bleed to it.
- Apply Frenzy to self and a random adjacent unit.
- Initial Cooldown: 1
- Regular Cooldown: 1
Tier 3 Power Skill overhauled, it now reads:
- Target a random frontmost enemy and strike it dealing Physical damage.
- Target a random frontmost enemy, apply Bleed to it and 3 adjacent units.
- Apply 2 stacks of Spiked Scales to a random frontmost friend. Repeat this 1 time.
- Initial Cooldown: 1
- Regular Cooldown: 1

WARLOCK SKILLS
Tier 3 Power Skill overhauled, it now reads:
- Target a random frontmost enemy and strike it dealing Elemental damage. Repeat this 1 time.
- Apply 2 stacks of Aftershock to a random frontmost enemy. Repeat this 2 times.
- Apply Spell Mastery to self and a random adjacent unit.
- Gain block based on Armor
- Initial Cooldown: 1
- Regular Cooldown: 1
Tier 4 Main Skill
- No longer applies Battle Hardened Scales.
- Now applies Spell Mastery to 2 adjacent units, up from 1.
Tier 5 Main Skill
- Damage output of repeated strikes brought in-line with other repeated strikes.
- Now applies Spell Mastery to 2 adjacent units, up from 1.
Tier 5 Power Skill overhauled, it now reads:
- Strike a random frontmost enemy, dealing Elemental damage.
- Repeat this 4 times.
- Apply Aftershock to a random frontmost enemy and 2 adjacent units.
- Gain block based on Armor.
- Initial Cooldown: 1
- Regular Cooldown: 2

TANKER SKILLS
General
- The repeated gain armor of this skill has been toned down to be in-line with skills that have repeated strikes.
Tier 2 Power Skill overhauled and now reads:
- Apply Defensive Stance to self and a random adjacent unit.
- Gain block based on Armor.
- Strike a random frontmost enemy dealing Elemental damage.
- Provoke a random frontmost enemy and a random adjacent unit.
- Initial Cooldown: 1
- Regular Cooldown: 1
Tier 4 Power Skill overhauled and now reads:
- Gain block based on Armor.
- Repeat this 1 time.
- Strike a random frontmost enemy dealing Elemental damage.
- Provoke a random frontmost enemy 2 random adjacent units.
- Apply Spiked Scales to self and a random frontmost friend.
- Initial Cooldown: 1
- Regular Cooldown: 2

AFFINITIES
Nature
- HP increase lowered to 150 per bonus, down from 180.
Ice
- Block bonus lowered to 200 and 400, down from 240 and 480 respectively.
Metal
- Armor increase lowered to 40 per bonus, down from 60.
Wind
- Wind affinity implemented, it reads:
- At 2 Units: Team’s initial cooldowns reduced by 1.
- At 4 Units: Team’s regular cooldowns reduced by 1.
- At 6 Units: Team’s regular cooldowns reduced by 1.

ISSUES
- Fixed an error where adjacent targeting wasn’t being applied.
- Fixed an error where several tier 2, 3 and 4 Power Skills were not receiving their power skill output bonus.

DESIGN NOTES
- Several power skills have had their initial and regular cooldowns adjusted with the advent of the Wind affinity. While previous schemes were interesting we want to make sure that Wind has the impact it should. Note that power skills deal more damage, do more effects and gain more block than main skills.
- Discovered an issue with Bleed and Aftershock where they do not stack as intended. This not only devalues these debuffs themselves but also Induce Pain and Resistances (and therefore the Psychic Affinity). Fix coming for this soon!
- This also means that tier 3 Slayers and Warlocks whose power skills were all about applying multiple leeds or aftershocks were underperforming.
- Currently defensive affinities are over performing so we’re toning them down a tad.
- We are raising the cost to upgrade the shop to tier 3 to allow tier 2 and tier 3 units to take their rightful place in the game. In conjunction, we are also changing the drop chances of units for shop tier 3 through 5 with the idea in mind that units of the same tier as the shop are more frequently appearing.
- Provoke has been underperforming. Provoke is meant to be an effective battle-tool to focus incoming damage on certain units. While it quite literally does that, provoking but a single unit at a time has not provided that experience. By making provoke always target multiple units, Dagoneers can now more efficiently focus their enemy’s fury!

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Eternal Dragons

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