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A Guide to Major JRPG Bug Fix, Hard Difficulty, Restoration, Balancing and even Complete Overhaul Hacks.

Another day another guide, here is one I have always wanted to do, but didn't have time for, a hacks guide for JRPGs, also know that This isn't ALL of them, just the ones I found note worthy, and if you know more please post them here, I hope you find this helpful.

Important Notes:

  • Each title will include links to the hack's site if avilable, and/or to the romhacking project page.
  • The descriptions are either taken from the project pages (romhacking), the translation group website, or are written by me in case they had no description in either websites.
  • The dates are for the hacks release, and Not the game's release.
  • Credits to individuals from each Hacks Team are either in the project pages, or their own website.
  • For the full change log, please check out the readme on the project page or team's website.
  • There are no Pokemon/Fire Emblem hacks, due to the huge amount of them out there.
  • I would like to thank all the people involved in these hacking projects, for their hard work and love for the community.

Complete Overhaul Hacks:

Breath of Fire II Maeson - SNES - 11 January 2017.

  • Released by Maeson.
  • Link to the hack and project page.
  • Increase the overall usefulness and balance of the cast of characters, improving the least useful ones and trying to put them all on a similar level.
  • Changes to Magic, with changes to the AP costs, and in case of offensive spells, damage too. Characters learn different spells, and overall they can be used a bit more freely.
  • Changes in equipment that go along with the changes to the characters. For example, whips are much better weapons than before, and a few pieces of armor are usable by more characters.
  • Changes in the Experience and Zenny the monsters give upon defeat; the experience tables for characters to reduce grinding, and prices for equipment and items also was adjusted depending on their usefulness.
  • Because of all the changes pointed above, monsters had their stats also adjusted for how the characters are now. Difficulty shouldn’t change too much compared to the original game.
  • Changes on the Shaman system, for example Seny/Saynie actually does something now, and Transformations are not simple stat upgrades anymore, instead they reduce and increase stats, trying to change a character’s role or become a stronger version of himself/herself, but with higher weaknesses too.

Digimon World 2 Improvement Hack - PS1 - 01 August 2020.

This patch allow fix somethings wrong and add extra features in Digimon World 2 like:
  • PocketStation Mode added from Japanese version (Coloseum)
  • Exit Game menu added in Digital City
  • Fixed wrong sprites model on Baihumon/Omnimon/Diaboromon
  • Added somes original tech on Baihumon/Omnimon/Diaboromon
  • MaxDrive and Chips are now buyable in Device Dome
  • Kimeramon is now available on 99th floor in Tera Domain
  • Kimeramon now have you proper sprite model
  • Extra Dungeon “Dark Tower” added in Kernel Zone (After Ending)
  • Chaos-WarGreymon is now available in Dark Tower
  • Chaos-MetalSeadramon is now available in Dark Tower
  • Chaos-Pierrotmon is now available in Dark Tower
  • Sub-boss ChaosLord is now available in Dark Tower
  • NeoCrimson is now available in Dark Tower
  • Virus Guardian is now available in Dark Tower
  • Data Guardian is now available in Dark Tower
  • Vaccine Guardian is now available in Dark Tower
  • OverLord GAIA 1st Form is now available in Dark Tower
  • OverLord GAIA 2nd Form is now available in Dark Tower
  • Added Sharmamon/ModikiBetamon/Zassomon/Psychemon/Aruraumon/Muchomon/geremon/Fugamon.
  • Sharmamon now digivolve to Fugamon
  • Translated Japanese tech to English tech (Baihumon/Diaboromon/Omnimon)
  • Translated “ABC” tech to original names (Baihumon/Diaboromon/Omnimon)

Legend of Dragoon Mod Pack - PS1 - 03 March 2019.

This mod pack for The Legend of Dragoon includes all currently complete and available mods, updated to be installed using the LODModS patcher (version 1.3 or greater required), as a means to simplify the mod application process and reduce compatibility issues. Further, some mods have been expanded, updated, or replaced as needed.
In addition to mods created by theflyingzamboni, this pack also includes mods originally authored by NoOneee and Zychronix, and full credit goes to them for their work. All mods by other authors were included with their permission.
  • theflyingzamboni - Full XP, Encounter Rate Bugfix (redux), Expanded Inventory
  • NoOneee - Undub, Rose’s Blood
  • Zychronix - Half HP

Final Fantasy Tactics: Monster Tactics - PS1 - 10 September 2017.

Welcome to Ivalice! This isn’t the same Ivalice you may have remembered from Vanilla FFT. So forget almost everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game.
Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several s/m abilities, innate status, status/elemental resistances, etc.
Due to several changes in the mod, it’s a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. A full Faq is packaged with the mod, and tooltips have been updated to be useful.
Content has also been significantly expanded. Several new battles have been written into the plot; and new battles are written into the new “Extra Battles” feature, which replaces vanilla’s Propositions. New content is added frequently to new versions.

Final Fantasy Tactics Advanced Battle: Monster Tactics - GBA - 27 July 2020.

Final Fantasy Tactics Advanced Battle is a hack that brings monster taming to Final Fantasy Tactics Advance, and makes the whole experience centered around this mechanic.
The player can use a new item (the Capture Orb) to capture monsters which (unlike in the vanilla game) join the party and fight on your side. Additionally, all ways to get new humanoid party members have been disabled, the player needs to make do with only monsters and the two starting humanoid party members.
A new system to learn abilities is implemented, similarly to the original Final Fantasy Tactics the units will earn JP which they can spend directly on purchasing abilities. This is the only way the player has to teach new abilities to the monsters.
These are the main changes, and they alone already make for a completely new experience, but be sure to check the readme for a more detailed list.

SaGa Frontier - Magic Only Mod - PS1 - 09 September 2014.

This is a mod which completely removes non-magical abilities for humans. It also makes magic much more flexible and powerful compared to physical abilities.
Techs of any kind (Sword, Martial, Gun) can’t be learned and nobody starts with any learned. Using Swords, Punch, or Guns don’t grow any stats, though using heavy weapons (Lasers, Bazookas, Machine Guns) and mystic weapons and abilities does produce some stat growth and excellent WP growth.
Every human and mystic starts with a few spells. Most have gifts as well. The Evil school of magic is now learnable if you have the gift for it and one of the spells.
Items were changed a lot, see the readme. The ThunderCharm bug was fixed. In general it might not be a good idea to slap a PoweredSuit and DefendWear on someone and call it a day - other armors are more competitive with these two, especially those that can’t be bought.
No changes were made to any enemies.
A few bugs were fixed with monster forms and dodge ability sparking.
Mystics and Mecs were rebalanced both in stats and equipment. MysticMail is now the third best torso armor in the game behind PlutoArmor and GoldenFleece, with the best Force and Status defense of any torso armor.

Final Fantasy Tactics: Emergence - PSP - 15 April 2020.

Here is a high-level overview of the changes:
  • The Job progression has been re-organized to be more intuitive and sensible. For example, Lancers are gained from training Soldiers (aka Knights), not Thieves.
  • There are 50 new abilities to learn. 20 were previously enemy-only, and 30 new abilities were created by removing duplicates between classes.
  • Magick charge time and damage formulas have been tweaked to bring mages into balance.
  • Faith is no longer used in Attack and Healing Magick. It is used purely for status effects, summoning, and treasure hunting.
  • Many job classes have been tweaked and redesigned.
  • A new class, Magus, has replaced the Dark Knight. It is an armor-wearing mage class with access to 8 spells previously reserved for enemies.
  • Every special character has had their skillset modified to make them more versatile and reflect their personality.
  • Ramza slowly becomes a Dark Knight over the course of the story, able to learn the Dark Sword techniques from fighting against Gaffgarion.
  • Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.
  • Many items and weapons have been updated.
  • And, of course, the animation slowdown has been removed.
Taken in total, FFT: Emergence offers new gameplay possibilities while still retaining the theme and feel of the old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.

Mother 3: Claus's Journey - GBA - 29 March 2019.

Mother 3: Claus’s Journey, is a hack that switches the roles of main characters Lucas and Claus, making Claus into the main protagonist, which greatly changes the story due to Claus’s drastically different personality compared to Lucas. Much of the text and story is altered to better showcase Claus’s personality and thoughts, as well as how others react to him.
There are also 3 versions of the hack, but the story remains the same between them, and the only changes are to the PSI that Claus and Kumatora learn in the game. As for the differences between all 3 versions, those are detailed in the README.
This new version has updated dialogue that’s been better polished, but also has changed dialogue for 2 new areas (the toilet dungeon and porky’s mini games), as well as other areas. It also alters the King Porky Statue boss fight to be winnable via normal means and give greater rewards as a result.

Final Fantasy 4 - Ultima - SNES - 06 August 2020.

Final Fantasy IV - Ultima is a ‘deluxe’ version of Final Fantasy II for the SNES. This hack adds a bunch of additions to the base game while keeping the majority of the main story intact and the feel of FF2US the same.
List of features, additions and changes:
  • Party Swapping among 10 different members at Endgame!!
  • Dark Knight Cecil now available at endgame!!
  • A VERY Challenging BOSS RUSH Mode unlocked at endgame!!
  • 45 New Weapons! Including Magically Imbued Weapons!
  • 44 New Spells! Also revamped existing spells!
  • 28 New Bosses! Brand New Boss at Endgame with Randomized AI!
  • New Status ‘Aura’ for buffs during battle!!
  • Damage Limit increased to 14999! Can turn Encounters On/Off!
  • New Areas! New Side Quests! New and Upgradable Commands!!
  • New Enemy Graphics! New Events! New Endgame Scenarios!
  • New Equipment Screen with DETAILED buffs and stats!!
  • New attack/swing/spell animations!
  • New weapon graphics!! New sound effects! New items!!
  • New maps, new areas and new edits to overworld maps!
  • New events! New enemies!! Sprint with the Y button!!
  • New commands for characters. New Armors and Gears!
  • Revamped shops/equipment and balanced their progression.
  • Dark Knight Cecil now dual-wields and is 2-handed!!
  • Edge is now buffed offensively! Stealing is also buffed!
  • Rydia has also been buffed. It’s a surprise!
  • Cecil has been buffed as a tank.
  • Rosa can use more White Mage combative gears.
  • Kain has new offensive buffing spells.
  • Yang, Edward, Palom, Porom and others have also been buffed!
  • Rare items and summons now drop much easier! This hack’s main game is designed as a ‘play-through’ without grinding.
  • Many enemies now have meaningful rare drops, and all end-game enemies now have rare ultimate drops!
  • Lots of secrets that can lead to early acquirement of better equipment!
  • Few minor tweaks to the base game such as save points, etc.
  • MOST items/equipment are now non-missable. Meaning they will be acquirable in some ways at end-game.

Final Fantasy 6 - Brave New World - SNES - 01 January 2020.

FF6 - Brave New World is a fairly complete overhaul of Final Fantasy VI, featuring:
  • Character-based esper restrictions & new stat boosts that promote greater diversity and allow for customized development.
  • Esper leveling system that disassociates esper bonuses from traditional levels.
  • New and reworked formulas which rescue everything that isn’t magic or magic evasion from the dump-stat heap.
  • Rebalanced equipment, items, spells, and skills that aim to remove dead weight and give players more (and better) choices.
  • A complete overhaul of enemies from their stats to their behavior to better challenge veteran players and newcomers alike.
  • Tons of bugfixes, as well as remedies to many of the game’s more annoying aspects (such as rage hunting taking a lifetime).
  • And much, much more, detailed in the Readme (particularly section 4).
One thing BNW is not is a difficulty mod. While it is harder than vanilla FF6, we wanted to keep it accessible to newcomers while at the same time giving veterans a new experience. Hopefully, we succeeded.

7th Saga: The New Class - SNES - 01 September 2013.

Among its many flaws, one weakness of The 7th Saga was that the characters were almost carbon copies of each other, limiting replay value. In this hack, based on the improvements already made in 7th Saga Redux hack, the characters have been given familiar classes based on Final Fantasy 1, with different stats and spells. Because this version can be played with minimal grinding, it’s a lot easier to try out each class and learn its unique playing style. The classes:
  • RedMage (Kamil): Well-rounded in all areas
  • Fighter (Olvan): Tough physical warrior with healing magic
  • Bl.Mage (Esuna): Powerful offensive mage
  • Bl.Belt (Wilme): Expert in unarmed combat
  • Robot (Lux): The ultimate defensive tank
  • Wh.Mage (Valsu): Healing and support mage
  • Thief (Lejes): Master of stealth and sabotage

Seiken Densetsu 3 - Sin of Mana - SNES - May 10, 2017.

Major features:
  • Equipment offers various bonuses instead of a simple attack and defense progression
  • Rebalanced classes, stats and spells, almost everything is usable now
  • Modified formulas that keep even high level techs useful
  • Expanded inbattle options with running, regular strong attacks and counter techs
  • Passive MP regeneration with high cost spells: be smart with your magic
  • Extensive boss AI changes
  • Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
  • Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
  • Increased inventory capacity to 20 per item type instead of 9
  • Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
  • 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"

Tactics Ogre: Let Us Cling Together - One Vision - PSP - October 19, 2017.

TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements.
Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming.
This is still a work in progress so all feedback is welcome, and for installation instructions and more info check the included Readme file.
Major features:
  • Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill.
  • Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices.
  • Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game.
  • A full Finishing move rebalance.
  • Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game.
  • The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics.
  • Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire.
  • Significantly increased the levelling speed of slow skills, like Steal or Parry.
  • Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks.
  • Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves.
  • Many items are easier to acquire, reducing the endgame tedium.
  • Visual changes to some items, special characters, skills and spells.
  • Streamlined crafting.

Hard Difficulty Hacks:

Suikoden Hard Mode - PS1 - May 26 2017.

If you are familiar with my Hard Mode version of Lufia, then you’ll know that I offer compensation for the harder difficulty. Medicines now have a maximum quantity of 9 instead of 6, and Mega Medicines now have a whopping 6 instead of 3; and Antitoxins/Needles went from 4 to 6. On top of this, all item drop rates have been made much more generous as well as new drops added here and there, with bosses almost always giving something good.
Your initial characters have had a very slight HP boost as well as some equipment added for Ted to allow you to more safely get your first few levels; it could be dangerous with just Tir and Ted in the original game, but now the two can really only handle a pair of BonBons by themselves. There is no way around this if you wish to take on the optional sidequest for a Prosperity Crystal, but it’s naturally much easier if you skip it; although since you’re playing Hard Mode, who would want to?
While ‘Let Go’ allows you to run away guaranteed, for Hard Mode purposes the idea of clearing a dungeon is fighting every enemy encounter along the way, where the attrition challenge is to not use too much magic that you run out too soon. Rationing out your MP is important to safely conquer a dungeon. I normally get most of the treasure, and then retreat for healing before taking on the boss, having already ‘cleared’ the dungeon so to speak (at which point using Let Go is justified). Aside from that I’ll generally only use Let Go when the experience is irrelevant.
All changes in the game have been thoroughly documented, so be sure to check it out if you’re interested and to see if there are any item drops you might like to target. I also noted my party’s levels below some of the boss statistics. Almost all enemy formations have been increased throughout the game, so it isn’t just a case of tougher monsters; there are more of them too.

Suikoden 2 hardcore - PS1 - 05 March 2017.

Suikoden 2 hardcore patch brings extreme challenge. Almost every battle requires a fair amount of preparation and focus. The good news is, sometimes it is possible to run away.

Shin Megami Tensei: Nocturne - Hardtype - PS2 - 31 October 2017.

Introducing Shin Megami Tensei: Nocturne - Hardtype! This is a hack of the original game designed with several primary goals in mind:
  • 1) Rebalance many aspects of the original game.
  • 2) Create a gameplay experience that is challenging to veterans of the SMT series.
  • 3) Add in some fresh new enemies and skills to revitalize the gameplay experience.
This hack is intended for people who have already played (and generally mastered) the original game, and is designed to be played on Hard mode. For those who don’t fit this profile, or don’t want a more challenging experience than the original, then feel free to play on Normal mode.
This hack's changes are too many to list, check the page for it.

Legend of Mana - Combat Redux - PS1 - 06 July 2014.

This patch alters a few aspects of Legend of Mana’s battle system in an attempt to make the game more difficult.
Key Features:
  • Enemies can no longer hitstunned by quick attacks.
  • Plunge attack damage is based on a multiplier that’s increased by doing quick attacks, and will not do damage when used on their own.
  • The player moves slower.
  • Enemies and companions move substantially faster than before.
  • Enemies do more damage.
  • Game Overs occur as soon as the player dies, regardless of whether their companions/pets/golems are still alive or not.
Note: Due to the nature of these changes, the patch is intended to be used only with single player, on the default in-game difficulty setting.
Now includes a separate “Arrange Mode” patch, in which enemies do more damage, but the player cannot be hitstunned.
Additionally, includes two other patch variants. One has simplified quick attack multipliers, and one only changes the player movement and hitstun behavior.

Chrono Cross - Time's Anguish - PS1 - 17 October 2014.

This is a patch which changes the games difficulty, mostly to make it more difficult. Changes include enemy stats, after battle bonuses, Item Shop items, removal of certain items, MP cost. It is all detailed in the read me.

Final Fantasy Tactics 1.3 & War of The Lions 1.3 - PS1 & PSP - 17 August 2013.

Final Fantasy Tactics 1.3 is a difficulty and content modification for Final Fantasy Tactics. The primary goal of the project is to re-balance the original gameplay mechanics while adding difficulty. The project started with the idea that players did not need to impose artificial rules on themselves to make Final Fantasy Tactics challenging if a mod could be created to do it for them. FFT 1.3 alters job, monster, item, and battle statistics to make the entire game provide a challenge that matches the complexity and depth of its customization system. It's been in development since 2008 and is maintained by Archael. Several spin-off versions of 1.3 have been created as a result of demand by fans to experience the mod on other platforms or in other ways. 1.3 does not alter the game's storyline or its characters.
War of The Lions 1.3 is a version of 1.3 with all the content of the full mod but stripped of much of its more difficult aspects. Storyline enemies have fixed levels instead of scaling with the party's level, letting the player power level in order to overcome difficulties. Storyline enemy gear is significantly weaker and Boss-type units are less powerful. This version of 1.3 came about after a large Let's Play FFT 1.3 thread from Something Awful by Declan MacManus revealed that many people desired the changes present in 1.3 but without the difficulty. From that moment on, the Content version of the project has been updated as new releases come out

Final Fantasy 7 - New Threat - PC - 09 June 2015.

The New Threat mod is a gameplay & content mod for Final Fantasy VII PC. It's goal is to make a fast-paced, strategic overhaul for the game's battle system and to that effect has fine-tuned every character, enemy, weapon, armour, item, and ability in the game. Special modifications have also been made to better balance the game and keep it challenging but satisfying to play.
In addition to this, the mod introduces new content such as sidequests and extra events to challenge players with new and devious adversaries. Try your hand at the Extra Battle expansion for Battle Square, win the round robin tournaments in the Junon Leagues, hunt down Lv.4 Limits from tough bosses, tackle a brand new sidequest in Midgar, and craft up Ultimate Weapons from special spoils.
Finally, a number of other features were introduced, such as the option to skip certain lengthy sequences (Nibelheim Flashback for instance), changing your party leader on Disc 3, extended Save Point systems, varying weather, additional merchants, Save Points, and more.
Improved for 1.4 is the Rank Up system, allowing players to create focused builds for each character by developing their stats. Each character also has a new innate attribute or ability, lending an extra dimension to battles.

Ogre Battle: March of the Black Queen - Hardtype - SNES - 06 July 2012.

Difficulty and rebalance mod for Ogre Battle. Overall changes include:
General Changes: * Give the AI new and improved unit formations (ones that don't suck!) to increase difficulty * As the game progresses, give the AI increasingly more powerful units over the player, thus requiring some strategy to take them down. * Greatly improve the performance of large monsters. * Deny player access to recruiting high tier units. What this means is no longer can you use leaders to recruit high tier units, get them from neutral encounters, nor get them from the Charm item (they are immune). High tier units must be gotten through class progression. The reason for this is it was necessary to increase the difficulty later on in the game. * Performance of str chars has been slightly improved relative to int chars, though you can still expect the backrow to out-power the front row. * Performance of special characters has been slightly lowered.
Class Changes: * Two new classes: Siren (upgraded form of Witch) and Diana (physical female class that can perform in either row) * DragoneDragon Master improved and changed to female (like the Ogre Battle games that followed in the series), cherubim and pixie were removed to make these (faerie now promotes into sylph and angel now promotes into seraphim, faerie and angel have been improved to have pixie and cherubim performance to start with) * Zombie Dragon is now lower tier than Tiamat and does not require an item to promote into * Lich is reduced to 2 attacks in back * Princess does not give herself her leadership bonus * Witch Stun replaced with Hex (randomly use Phantom, Petrify, or Charm) * and more...
Item Changes: * The following items are now unbuyable: Joker, Charm, Sunshine, Moonbeam, and permanent stat boosting items. * Some low tier EQ can now be bought in shops. * The crappier half of the game's equipment has all been improved.

Bug Fixes, Balance and Restoration Hacks:

Chrono Trigger: Bugfix and Uncensoring Patch - SNES - 02 July 2020.

This patch is geared towards fixing bugs and patching up script inconsistencies or censorship. The aim is to preserve the original translation while generally improving the game as a whole.
  • Completely decapitalized names in dialogue.
  • No more indentation of normal dialogue in textboxes.
  • MSU-1 compatibility!
  • Fixes to gameplay bugs, such as Targeting AI.
  • You can now enter names smaller than the maximum amount of characters without issue.
  • Restoration of alcohol, prayer, entities, you name it!
  • Magus is now known as The Fiendlord by NPCs in 1000AD and 600AD, and Mystics are now Fiends.
  • Minor restoration of points Chrono Cross brings up that were present in the original, just not in the localization.

Lufia 2 - Frue Lufia - SNES - 01 January 2019.

Frue Lufia is a mod of Lufia II: Rise of the Sinistrals that fixes just about every bug in the game. Additionally, it sports a full script update, fixing many of the inconsistencies and errors present in the retail version. Censorship has been removed as well. As a cherry on top, some minor rebalancing is also featured. See the “Notable Changes” text file for a full list of alterations.
There’s also an alternative bonus patch added which changes the final boss in some way.
Apply to a headered NTSC-U Lufia II ROM. NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo.
(Note: This is a direct upgrade to Relnqshd’s Lufia II Fixxxer Deluxe. All of Relnqshd’s enhancements and bug fixes are included in Frue Lufia.)

Lufia & the Fortress of Doom - Restored - SNES - 20 October 2016.

Based off of D’s Lufia: Decensored, this mod fixes continuity issues the first game has compared to later entries, in some cases using retranslated terms, while still keeping true to the officially established English Lufia lore.
There are also other tweaks to improve gameplay experience: * Incorporates JCE3000GT’s Fast Walker patch. Speeds up walking on the world map and in dungeons, as well as vehicle movement. (Modified to restore Sweet and Foul Waters’ expiration notices) * The final boss’ battle script has been restored to its original. * Lufia and Selan can now use Jerin’s Zircon equipment, thanks to Lufia 1 Multi-Editor. * Item descriptions restored, expanding the ROM to 1.50 MB. * The beeping noise for spoken dialogue is now retained when the message speed is set to “Fast”. * Restored crosses on church walls. * Audio defaults to Stereo when starting a new game.

7th Saga - Redux - SNES - 19 July 2013.

7th Saga was a challenging and original RPG for SNES, but suffered from ridiculous difficulty and tedious level grinding. This hack attempts to address the difficulty so that the game is challenging without being frustrating, and to add a few fun elements to expand the strategy. Equipment and attack spells have been powered-up. More enemies have been given elemental weaknesses. New equipment and spells have been introduced. Additional changes are outlined in the readme.

Final Fantasy 6 - Ted Woolsey Uncensored Edition - SNES - 29 July 2020.

Back when Final Fantasy VI (Final Fantasy III US) was released the game was heavily toned down, censoring graphics and the like. When it was re-released for the Playstation, the graphics were uncensored but toned down script remained. Then came Final Fantasy VI Advance with a newer (though some consider drier) translation, but the color palette and music were altered for the handheld console. Others have made re-translations, such as the great work by RPGOne, Lina Darkstar, and Kwhazit.
Now this is Final Fantasy VI: Ted Woolsey Uncensored Editon. The goal was to make the SNES version uncut and to clean up the script but keep the nuance used by Woolsey in the original game’s release. Using the original Woolsey script as a basis to analyze, the entire game was looked through, line by line, using FFVI Advance, RPGOne, and Lina Darkstar to accomplish this. Recently, the game’s script was also heavily analyzed by Kwhazit and Mato (Legends of Localization). With these newer and more heavily detailed looks into the game, the script was again updated to provide a much more accurate version while still remaining true to the original game’s release.
Also used was various tools and patches to uncensor the graphics, restore Character Class names, extend spell names, rename monsters and items, and make hopefully the version of Final Fantasy VI that everyone will play.
Any bug fixes or additions that were used were chosen not for any balance changes, but to fix persistent issues in the game, as to not change the experience of the original too much. This even includes the long list used in the optional Bug-Fix versions of the game.
Additional Add-Ons are also optionally included. These tweaks bring an overall complete experience that many would say should have been in the original game to begin with.
The Music Player included with the game has been altered for compatibility with Ted Woolsey Uncensored Edition.
Please refer to the additional patches read-me for details.

* Edit:I apologize for not replying to all the great comments here, I am working on other guides and the future video, but I appreciate all the support and I promise you that I read everything you guys have posted.

For the lack of character space, I will continue what's left of the guide in a comment below

submitted by VashxShanks to JRPG

Dragon City Beginner's Guide: What You Probably Want to Know

I remember what it was like starting out with Dragon City and getting quickly introduced to tons of different dragons, events, mechanics, currency types, etc. and not knowing how they all ticked and tied together. After much, much googling I was able to finally start to piece it together and progress, but honestly it wasn't always easy.
I'm writing this guide with the hope that it helps you avoid similar frustration and progress more smoothly than I did (which got a lot easier when I found this sub). I will do my best to speak to returning players as I can, but I didn't live that dynamic so I'm uncertain of all the unique challenges you may be facing.
Now I call this a 'Beginners' guide, but truthfully I am including many of the tips and tricks I use now as a level 88 Masters 3 player.
The Basics
  • Use all of the links provided in the sub sticky panel, chances are the answer to your question can be found in one of them. At minimum they will cover something important about the game you may have no idea about.
  • Compete in as many events as you can! This is the best way to build up a library of dragons you actually want to fight with. Beyond that many give you great secondary rewards like food, gems, Joker Orbs, trade essence, unique items and much more.
  • The more dragons you have, the more gold you produce, and the more gold you produce the further you can progress. Breeding is the fastest way to expand your inventory, so always make sure it is jamming away and that you are making unique combos. Some useful Breeding Resources for you:
  • Completing collections in the dragon book is a good way to get free food and gems early in the game, so in general it is a good idea to focus your breeding attention there.
  • Learn the Element Advantage System inside and out, as it will allow you to progress up Arena and fight through teams that on paper are stronger than yours. I downloaded this image to my phone and would reference it constantly until I finally had it memorized. (Hat tip to Deetlist). You want to compete in the arenas for very good rewards:
    • The daily Arena chests give you habitat tokens (for upgrading) and unique, often Legendary orbs. These Legendary orbs add up over time and give you very solid dragons to summon>empower when you ultimately reach the Masters leagues.
    • With each new element tier you reach you are rewarded with a unique dragons, each with special skills. The food reward isn't shabby either.
  • Join an active alliance. Alliances are great for two reasons:
    • You can (and should) trade dragon orbs with other members
    • You compete in alliance chests for some pretty solid rewards
    • If your alliance is inactive, bail. Make a post in the sub with a screenshot of your profile asking for an active alliance to join, or just use the 'Search' tab to find alliances with high activity/stats. You will eventually find a good home I promise.
  • You aren't going to be fighting with most of your dragons, so learn which ones are for 'collection' (more below) and don't over-feed them.
  • The in-game help text is actually pretty useful, especially for new events and cross-event promotional rewards. Do yourself a favor and read it!
  • Eventually you'll unlock all aspects of the Tree of Life. Your goal is to have every part jamming at all times (which becomes easier the deeper into the game you go); which means summoning, recalling and empowering.
    • Note: when you get really high leveled you'll have too many options to pick from and you'll have to choose wisely. HINT: The game's true currency is optimizing time spend to do things like breed/hatch/empower, and nothing follows this rule more than the Tree of Life. My Empowerment Guide should help give you a bit of direction here.
    • Before you summon a dragon, make sure you don't have it in your storage first (it's an option in the summoning filters)
  • Optimize the spacing of the buildings on your islands as you go. If you don't, you will very likely not be able to place any new structures and fixing it will be a huge pain in the butt.
  • Watch Dragon City TV religiously, it resets every 6h after watching the last video. It's crazy the stuff they give away on it - Millions of food, gems, Joker Orbs, complete Legendaries or orbs.
  • Common abbreviations you'll see a lot in the sub
    • F2P = Free-To-Play. All you have to put in is time and you can get the given reward.
    • G2W = You'll have to part with some gems to get a certain rewards. Like the Mythical in the puzzle event is G2W~80, (it'll cost you around 80 gems).
    • P2W = Pay-To-Win. Something that is going to cost you actual dollars.
  • Android Users Only: complete game download tasks for MASSIVE gem amounts. I have twice gotten 1,300+ gem rewards now for 12ish hour tasks in other games. Sorry iOS folks.

What Should I Spend my Gold on?
In no particular order...
  • All unique buildings, including the Element Crystals which boost gold production significantly when placed next to the appropriate habitats. All the unique buildings server a purpose, especially that dang Training Center.
  • Get ALL of the food farms. On the topic of food here are what I consider to be most efficient options to grow (Details in GamerDan's handy guide):
    • < Lv20: The 5 minute or 30m option if you are on constantly, the 2 hour one otherwise (the 6h one is awful)
    • Lv 20-39: The 3h option (2,250 food for 150k)
    • Lv40+: Work your way up the line of the expensive options ($1m, $3m, $20m) based on what you can reasonably afford. Your goal here is to make as much food as you can while still being net positive in your daily gold production, which is a good rule to follow until you are way deep in the game and literally have nothing else to buy
    • The $20m option (150k food) is fantastic, but will drain you dry in a hurry and in turn is really for late-game players. Start with 1 per day and slowly work your way up to more as your Gold production starts to really take off (you're late game now and will be getting Legendaries and Heroics on the regular)
    • Cook longer duration options before you go to bed to maximize what you can get.
    • You DO NOT have to cook all of the same kind of food at once, in fact I highly recommend mixing it up to find the best balance of food/gold conservation. Crazy how often folks forget about this.
  • Buy habitats and upgrade them to level 2, and eventually buy as many Legendary habitats as you can as their gold storage outclasses all other habitats by a long-shot. Be careful of two things:
    • The more habitats of the same element you buy, the more expensive they become. With this in mind you want to try to balance out your quantities / breeding focus across all elements. The exception to this is...
    • Terra and Flame habitats have terrible Gold storage caps, the faster you can move away from them the better.
  • Island expansion plots, but only buy these when either A) they are on sale or B) you desperately need the room.
  • Staged upgrades of the Breeding Sanctuary. This is quite expensive, but better than spending gems. To control the cost, a good guide to follow is to try to get all of the dragons of a given tier before moving up to the next one. Still, don't follow this as gospel because some of the dragons (like Deep Red) are very difficult to breed and not worth the fixation.
  • Dragon Roost upgrades whenever available.
  • Gem mining in the Ancient Portal, but this gets pricey quickly so just be wary of how much of your bank you are committing to this.
  • Clearing obstacles, just don't go too fast (more below in 'What to Watch Out for')

What Should I Spend my Gems on?
The exact order of items is debatable, but not so much the items themselves. I am going to put them in the general order I'd attack them in:
  • Max your hatchery slots to 5 as soon as you can. Even if you don't have multiple breeding sources (you can have 4 by level 27) you're going to be getting a lot of event dragons to hatch. However if you reach 4 slots and feel like you are struggling to fill it consistently, buy the Ultra Breeding Tree ahead of that last slot. Hatchery expansion never goes on sale sadly.
  • Expand to other islands only when expansion is on sale (or you're desperate for space...plan ahead so you're not)
  • Unlock the Breeding Sanctuary at level 25 for just 25 gems. The game's best gem bargain IMO; it can do anything the Cave or Tree can do plus it can breed unique dragons.
  • Expand your Dragonarium only when expansion is on sale
  • Buy the Ultra Breeding Tree, but wait for the sale (they have been pretty consistently available once per month for the last 3-4 months or so)
  • (eventually) Heroic Races: skip the last fight of a group of fight tasks, as that fight is always the longest (up to 6 times as long as the other fights). Or the league fights if you league team sucks, which is common for newer players.
  • (eventually) Puzzle Event: skip the "Complete Quests" tasks that require 3 or 4 quest completions
  • (eventually) Speed up your Breeding Tree & Cave breeding times by 20% each
What Should I Watch Out For / Avoid?
  • Leveling up can often hurt more than it helps, so don't be in a rush.
    • League fights and Heroic Race match-ups get harder. League fights are one of the few sources of reliable gem income early, but there is a huge balance issue in the early matching system and you'll suddenly go from facing rares and very rares to beefy heroics around level 20-25. Best way to avoid this problem? Get your own Heroic dragons...which you can only get from Heroic Races, which get harder the higher your level is...see where I'm going with this?
    • The best way to keep this in check (wait for it...) is to NOT blast through the mission quests as quickly as you can. Honestly after the first 2 dragons you are unlikely to use any of them in combat, meaning that all they give you is XP and dragon rank-up kills. Pffft. Instead save the mission quests for the puzzle event, as one of its frequent tasks is to complete
    • Don't clear obstacles until you are about to buy the plot they sit within. It's a minor amount of XP to clear obstacles and not a huge deal, but if you can comfortably delay it you may as well. On the other hand don't wait too long to clear them either, as the bigger ones can take 24h to finally clear.
    • Growing food and leveling up habitats will get you XP too, but frankly I think it is more useful to get the food and habitat space than to worry about leveling up. Others will disagree with me on this point though (with good reason), so it is up to you.
  • Don't overfeed dragons you aren't going to fight with. If you are just going to breed it you can keep it at level 4, unless the dragon you are trying to breed has minimum parent requirements (covered in the breeding calculator link above). In terms of what leveling costs? Deetlist's Food Calculator is so freaking useful.NOTE: This is far less of a concern now with the dramatically reduced feed costs of 'Empowerment Reborn.' You can very easily level everything up to at least level 8, which keeps that dragon in the first breeding tier and unlocks its first skill (which slightly helps during Rescue)
  • Don't buy the caged dragons for gems. Soon enough you'll win a Legendary from an event that will equal or outclass it, then another and another. I'll put it this way, you will reach a point in the game where you kick yourself that you wasted 225 gems on a dragon you essentially got many times over already for free
  • Most of the pop-up sales for anything that costs gems are not worth it. Similar principle to buying caged dragons. However every now and again you get a pop-up for a dragon/resources you desperately need, and when that happens you'll know.
  • The Kindergarten is meh. It can fit 5 dragons of any element which is nice, but it caps out at a lame 60k gold. I have one and have had little desire to buy more.
  • Don't buy dragon orbs from the shop for gems unless you really cannot trade for them, or you regularly buy gems for $$.
  • Dragons skins don't do anything but change the look of your dragon. You're welcome to buy them if you like that idea, just wanted to let you know their stats don't improve or anything.
What Makes One Dragon Better than Another?
  • The higher the rarity the better (duh). The one exception here is when you get deep into Masters and start meeting multi-step empowered monsters, and that is where Legendaries begin outshining Heroics, but you won't have to worry about that for at least 4-6 months into the game.
  • Empowerment is the Alpha and the Omega. Learn it, master it.
  • The more elements a dragon has, the more opposing elements it can land a Critical hit against.
  • The dragon's main element (the bigger flag) determines what can land Critical hits against it. All elements can be Crit'd by two other elements except the following:
    • Legendary / Pure / Primal: They play rock / paper / scissors against each other and are all great to have main element.
    • Wind: It is the only element that can Crit itself.
    • Ancient Elements: (Magic, Chaos, Beauty, Happy, Dream, Soul). These open up with the Ancient Portal at level 27, and only critical within this grouping. There are dragons with Ancient elements as the defending flag and have other standard elements, but such dragons can be extremely hard to deal with and therefore there are not that many of them i the game. Example: The Ultimate Dragon.
  • Focus on the dragon's Upgrade skills, not just the skills it starts out with. Skills upgrade in the Training Center (which should be running at all times). Generally speaking, the more skills at 1,500 or above the better. The GREAT dragons have over 8,000 combined attack strength.
  • Dragon Category is also a thing. Generally speaking the higher the better, but it gets wonky with Category 5 and 9 dragons. Anyway, this old list is the best I have found so far and it ignores Category 11 dragons (Heroics).
    • You shouldn't have to worry about Category much, but there are some old Legendaries floating around with obsolete category stats you want to be careful not getting suckered into building up. Always a good idea to sanity check it.
    • 'Mythical' dragons are Category 10 dragons, in game they look just like any other Legendary except they often have a shield insignia on them, like this one on Big Heart Dragon's head. The best list I have found of all Mythical dragons is Guido-Giova's Guide
    • 'Titans' are usually Category 9 dragons that each have a shield that will near-always block the first hit received, regardless of their element. They are hard to get ahold of, and excellent dragons to open up your arena fights with.NOTE 1: The Pure, Primal, Light, Dark and (eventually) Legendary Titans are category 10NOTE 2: Prideful Vampire's "Leech Fang" and Snapper Dragon's "Gaia Sap" are the only skills I know of that can bypass a Titan shield.
    • 'Vampires' are brand new and honestly I don't know much about them yet as I didn't buy them. I am sure one of the other members of the community can explain them far better than I could.
  • The more kills you get with a dragon, the higher its rank, and the higher its rank the better its HP and Attack are. Long story short, you want your League & Arena teams to be comprised of A+ dragons. Fights with Facebook friends are the best way to rank up a dragon, but not everyone is into that, so then arena and quests are the next option. To see the boost levels / dragon progress
  1. Open the dragon in question's information screen
  2. Select the 2nd tab down (ascending right arrow)
  3. In the bottom-right hit the "I" icon above the "Rank Up" button

What Should I Know About the Different Events?
Heroic Races
  • Don't just read Deetlist's guide, study this sucker and use it actively during the race. I was 1 for 5 before I found the guide, and 6 for 6 since. HINT: Learn how item pools and cool downs work as that is the key #1 to making it to lap 15.
  • Heroic races give you the best dragons in the game, but they require TONS of your time. If you can spend the time and follow the guide, the rewards are 100% worth it
  • Your goal is to reliably reach lap 15 so you don't have to worry about what your competition is doing and waste needless gems.
  • Lap 15 gem cost for newbies is roughly 100, 30 for veterans (aka G2W~100/30)
  • Heroic Empowerment Quest: After (nearly) every Heroic race is an empowerment quest that lets you get each of your Heroic, Legendary and Epic reward dragons up to 1 star.
    • To take part you have to immediately place then gem-hatch your H/L/E reward dragons. If you plan a day out you can have the 1 necessary placement space ready to go, otherwise you will need to spend extra gems to hatch one thing, and you place/hatch them one at a time.
    • Speeding up said hatches costs about 35-40 gems.
    • If you leave 3 slots open and have the Broodby tower, you can save yourself 3-6 gems
    • To compete each dragon has to be at least lv15 for the 1st stage with the level requirements working their way up to 30 eventually, which all in will cost you 12.6m food (4.2m x 3 dragons). You can start around 10m or so as you can work your way up over the course of the 3 day event if you aggressively grow expensive food, or DC TV is being particularly food generous.
    • I like to level my heroic up to 30 as soon as I can afford it, and use it to get all of the quest kills. It's a quick way to push it to C+.
    • There is very little room for error between each stage, with something like 12 total hours of grace over 3 days. You have to be on the lookout for that 'Ready to Fight?' notification on your device, and chances are good you'll screw up at least once so be prepared to spend up to 60 gems to fully see it through (30 is normal, 100 if you do really bad).
    • Trick: The quest gemming costs go down over time and can be taken advantage of for sleep. Like right now I have 3h 7m remaining at a cost of 40 gems. I'll wait to go to bed until it's like 10-20 gems, gem it and do the fight, sleep, and let the next stage cool down so it's ready in the morning. It adds about 1-2h to your grace window which is great, but more importantly prevents you from losing 6h of dead time with a stage available you slept through. If you time it right it will be the only quest you need to gem along the way.UPDATE: for the Scorchwing 1* quest I gemmed a single quest on night 1 one for 10 gems, which allowed me to avoid spending any other gems along the way even though I missed a few hours here and there.
    • There is a 2* quest too. During High Earthen the reqs were H-lv45 / L-lv40 / E-lv40, which cost about 27.8m food total (includes the 1.7m food you spent for the 1* quest) and about 350-400 gems or so. Those gems are to a rush empower of the Heroic and speed up a bunch of quests, to my knowledge both unavoidable. Totally worth it if you have the resources.
Puzzle Events
  • The Candy Crush event. Each one gives you a chance for 2 Free-2-Play (F2P) Mythical Dragons (one new, one from an egg), along with other great stuff. The last puzzle event in September was bananas, I got 2 F2P mythics and empowered that same mythic for like 30 gems. Others claimed they spent 400 gems and got both the Legendary and Mythic to 4*...on top of other amazing swag. I have zero clue if that was a one-time thing or a new (and welcomed) wrinkle.
  • Not quite the time commitment as heroic races, but still can be a time and effort grind.
  • Mythic gem cost: G2W~150+ for newbies, G2W~80 for veterans (may be changing based on the Sept puzzle event, time will tell)
  • The unique thing about them is that you want to be strategic in the order you complete tasks / collect resources, which thankfully Deetlist also has you covered for. It'll take practice but eventually you'll get the loop down pat and start collecting moves like crazy.
  • In terms of matching strategy, some folks like to focus on one lane at a time (or only). Personally I don't like to do this because you very quickly run out of fruit of the kind you are gunning for. What I like to do:
    • I try 4x/5x matches, which makes stripers, bombs and stars. Then I try to get the stripers/bombs side-by-side and swipe them for huge effects.
    • If I can't do 4x/5x matches I try to get as many multi-matches as I can, i.e. one swipe that that makes 2+ plus matches at once. Very often it starts a matching cascade and you collect tons with one move.
Fog Island
  • In summer of 2020 Fog Island became the F2P event. Very often multiple legs and terrific side-swag all for free. I really hope they aren't phasing it out.
  • They often offer one crazy reward (like a chest with 250 gems in it, or 10m food). Azurebane's invaluable maps + Airplane mode can make them much easier to find.
  • Did I mention the maps? You have to use the maps for Fog Island.
Grid islands
  • The final legendaries are impossible for F2P players to get (I've yet to come close in my 11m playing), but...
  • The Resource rewards are generally excellent. Lots of gems, food, Rescue keys and (good) Legendary Orbs to get. And you get often unique Rare/VEpic dragons.
  • UPDATE: The late September 2020 Grid Island was the first one I ever experienced where the Leg was F2P...as well as a Mythic Egg! Hope it sticks.
Maze Islands
  • You can almost always get a good F2P legendary from Maze island, and often much more (see: 3* Horai dragon for F2P players, Titan eggs, etc.)
  • Once again Azurebane's Maze Guides + Airplane mode are critical here to see what dragons you can actually collect vs the amount of tokens you have.
  • If you are using Airplane mode, just be careful not to wait until the very last minute. Many of the paths have Fight nodes to finish that take time, gems or coins to clear. Obviously you want to spend the free resource here (time) so give yourself enough of it.
Towers (Tower Island)
  • These used to stink, but they got an overhaul a few months back and now the final Legendary always seems F2P.
  • Still, the rewards vary from quite good to just so-so. Probably #1 on my list of events I wouldn't be bummed to skip, but that may change as they continue to make adjustments.
Progressive Island
  • This one is new to Dragon City (at least since I have been playing) and they are still working out the balance kinks with it.
  • UPDATE: They have continued balancing it and now the Legendary is (barely) F2P, but you HAVE to be on top of the Fight and League node timings to pull it off.
  • It isn't that time consuming, but wants you logging in repeatedly, over and over again
Runner
  • A totally unique event that reminds me of an old-school 8-bit platformer. I find it to be quite fun and a great change of pace, but I am definitely biased to my Nintendo roots.
  • There are 2 Legendaries to get, one old but generally good one, and one new one that has been gets more F2P with each iteration. The other rewards along the way are good too.
  • Use airplane mode before each run, your initial goal should be no less than 100 pinwheels per run, but you want to get good enough to beat that number every time (110 to the 120 max would be the ideal targets).
  • Learn the jump-then-swipe move. Jump and while in mid-air swipe in the direction you want to go; it is the only way to get past many of the tougher jumps.
  • DO NOT sit on your Runner tokens until the very end. Each run takes like 3m (multiple that for each time you do an airplane mode reset), and it could very easily take you a few hours to use them all. I have learned this from multiple 2am bedtimes thanks to Runner.
Rescue
  • Ok so not technically an event anymore, but hey play along with me
  • DO NOT start a rescue run unless you have the key totals to clear it
  • Each time you clear one rarity for the first time the next one unlocks. I recommend you immediately push your way through to unlock Legendary as that is where it gets bananas
  • Legendary is sick. You can rescue a dragon you have to fast-track it's empowerment, or unlock one of the Mythics they make available.
  • Note that the Mythics rotate, how often I don't know. The first time I checked I noticed 4 available, right now I checked and only saw Cryogenic
  • Keys needed for each rarity (dragon selection + 2 doors to open):
    • Common: 10
    • Rare: 13
    • Very Rare: 20
    • Epic: 35
    • Legendary: 60
What are the Common Gem Sales I Should Keep a Lookout for?
  • Feeding Sales - all feeding costs 50% off, THE BEST SALE
    • NOTE: We haven't seen this sale since 'Empowerment Reborn' (like mid-August). Social Point says they will bring it back, but it will not be as frequent. I am hoarding in preparation.
  • Food Sales - you get 400% more food than normal for the same gem cost
  • Island Expansion - usually like 25% off gem and gold costs
  • Dragonarium - 50% off all slots
  • Ultra Breeding Tree (I've only seen this once or twice in the past few months) - 50% off
  • Kindergartens - 50% off

Other Helpful Resources
I hope this helps you like the game even more than you already do.

***** Edits *****
  • 29-Jun-2020: Added Deetlist's Food Calculator, the Runner event, and a better explanation on the gem for the Heroic Empowerment quest
  • 2-July-2020: Cleaned up a bunch of explanations, added a Gold guide, changed the Food Calculator to a non-hacker, added a note on skins
  • 25-Aug-2020: Big updates to reflect the 'Empowerment Reborn' update. I also added a write-up on Dragon Rescue, added updated event info, and fixed a bunch of typos.
  • 30-Sep-2020: Added u/rangarooney584 's great Breeding Event Island guide. Did some formatting and content work on the Events.
submitted by MikerafoneCheck to DragonCity

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