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Difference between revisions of "Types"

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The type is a descriptive term that defines the different tiers of rarity by which Dragons and other {{ctg|Gameplay Elements|gameplay elements}} are classified. There are seven levels of rarity, in ascending order: {{c|Common}}, {{c|Uncommon}}, {{c|Rare}}, {{c|Epic}}, {{c|Legendary}}, {{c|Divine}}, and {{c|Ancient}}. In terms of Dragons, rarities affect the {{ctg|Base Gold per Hour|Gold production}} of those that generate Gold. {{ctg|Clan Dragons}} and Boss Dragons are unaffected by type, as they do not produce Gold, though Boss Dragons do speed up the production of the other Dragons by 10% per Boss. While not exactly a rarity, {{ctg|Boss Dragons}} have a separate classification called the "Boss Rank". When it comes to [[breeding]], the higher the rarity of a Dragon is, the more chances there are that it will produce rarer offspring. When it comes to being bred, it will typically take longer to obtain a Dragon dependent upon how much rarer it is.
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The type is a descriptive term that defines the different tiers of rarity by which Dragons and other {{ctg|Gameplay Elements|gameplay elements}} are classified. There are seven levels of rarity, in ascending order: {{c|Common}}, {{c|Uncommon}}, {{c|Rare}}, {{c|Epic}}, {{c|Legendary}}, {{c|Divine}}, and {{c|Ancient}}.
While rarities mostly apply to Dragons, they are also attributed to other {{ctg|Gameplay Elements|game features}} (such as chests awarded for exploring [[ruins]], [[Enchantment League#Potions|potions]] in the [[Enchantment League]], recipes in the [[The Great Dragon Race]] event, or [[Achievements#Badges|badges]]). Typically, the lower a feature is classified, the easier it will be to obtain it and the more prevalent it will be. However, it will also display weaker or inferior characteristics and will yield fewer rewards where applicable.
 
  
==Rarity Attributes==
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==Dragons==
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In terms of Dragons, rarities affect the {{ctg|Base Gold per Hour|Gold production}} of those that generate Gold. {{ctg|Clan Dragons}} and Boss Dragons are unaffected by type, as they do not produce Gold, though Boss Dragons do speed up the production of the other Dragons by 10% per Boss. While not exactly a rarity, {{ctg|Boss Dragons}} have a separate classification called the "Boss Rank". When it comes to [[breeding]], the higher the rarity of a Dragon is, the more chances there are that it will produce rarer offspring. When it comes to being bred, it will typically take longer to obtain a Dragon dependent upon how much rarer it is. Additionally, Dragons with a higher rarity will yield more {{dcl|p}}. Clan Dragons offer absolutely no such points.
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===Rarity Attributes===
 
{{types}}
 
{{types}}
{{see|[[Notable Formulas or Tables]]|for information on calculating them}}
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{{see|[[Notable Formulas or Tables]]|for information on calculating these attributes}}
  
Rarities, along with {{ctg|Elements}}, influence the attributes of a Dragon. Rarities influence the {{ctg|Base Gold per Hour}} stat, [[Friend System#Dragon Collector Leaderboard|Dragon Collector Points]] value and [[Breeding#Breeding Length Calculation|breeding]].
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Rarities, along with {{ctg|Elements}}, influence the attributes of a Dragon. Rarities influence the {{ctg|Base Gold per Hour}} stat, the value of [[Friend System#Dragon Collector Leaderboard|Dragon Collector Points]], and [[Breeding#Breeding Length Calculation|breeding]].
  
 
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==Noteworthy Changes==
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==Objects==
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While rarities mostly apply to Dragons, they are also attributed to other {{ctg|Gameplay Elements|game features}} (such as chests awarded for exploring [[ruins]], [[Enchantment League#Potions|potions]] in the [[Enchantment League]], recipes in [[The Great Dragon Race]] event, or [[Achievements#Badges|badges]]). Typically, the lower a feature is classified, the easier it will be to obtain it and the more prevalent it will be. However, it will also display weaker or inferior characteristics and will yield fewer rewards where applicable.
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==History==
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* [[Update 4.9]] introduced the {{c|Ancient}} type.
 
* [[Update 3.1]] introduced the {{c|Divine}} type.
 
* [[Update 3.1]] introduced the {{c|Divine}} type.
* [[Update 4.9]] introduced the {{c|Ancient}} type.
 
  
 
[[Category:Gameplay Elements]]
 
[[Category:Gameplay Elements]]

Revision as of 13:40, 9 February 2020

The type is a descriptive term that defines the different tiers of rarity by which Dragons and other gameplay elements are classified. There are seven levels of rarity, in ascending order: Common, Uncommon, Rare, Epic, Legendary, Divine, and Ancient.

Dragons

In terms of Dragons, rarities affect the Gold production of those that generate Gold. Clan Dragons and Boss Dragons are unaffected by type, as they do not produce Gold, though Boss Dragons do speed up the production of the other Dragons by 10% per Boss. While not exactly a rarity, Boss Dragons have a separate classification called the "Boss Rank". When it comes to breeding, the higher the rarity of a Dragon is, the more chances there are that it will produce rarer offspring. When it comes to being bred, it will typically take longer to obtain a Dragon dependent upon how much rarer it is. Additionally, Dragons with a higher rarity will yield more Dragon Collector Points. Clan Dragons offer absolutely no such points.

Rarity Attributes

See Notable Formulas or Tables for information on calculating these attributes

Rarities, along with Elements, influence the attributes of a Dragon. Rarities influence the Base Gold per Hour stat, the value of Dragon Collector Points, and breeding.

Types Common Uncommon Rare Epic Legendary Divine Ancient Boss (classification) Icon.png
# Dragons 53 24 96 336 91 38 5 28
Breeding 0 Hours 2 Hours 6 Hours 8 Hours 48 Hours 96 Hours 96 Hours N/A
Gold/Hour 0 10 70 120 270 370 370 10%
DCP 10 20 50 100 200 400 400 250

Objects

While rarities mostly apply to Dragons, they are also attributed to other game features (such as chests awarded for exploring ruins, potions in the Enchantment League, recipes in The Great Dragon Race event, or badges). Typically, the lower a feature is classified, the easier it will be to obtain it and the more prevalent it will be. However, it will also display weaker or inferior characteristics and will yield fewer rewards where applicable.

History

Subcategories

This category has the following 7 subcategories, out of 7 total.

C

D

E

R