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	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177833</id>
		<title>Talk:Combat Mechanics/Archive</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177833"/>
		<updated>2018-11-25T21:04:41Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: The sentence about aiming force strikes is inaccurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Corrections ==&lt;br /&gt;
&lt;br /&gt;
The pivot point for aiming Force Strikes is '''''not''''' your character, as the article says, but the point where you held your finger to charge the strike. This was very confusing for me at first before I figured it out. If you want to test this yourself, charge a force strike with your finger ''away'' from your character. When you circle your finger around the point you were just holding, your character should rotate in a circle along with the force strike direction indicator. However, if you instead circle your finger around your character, your character will instead only rotate by a small amount and will not be able to aim behind them. I believe a good analogy for aiming force strikes is that you are supposed to hold your finger down to charge it, then pull it back from that point in the opposite direction you want to launch the strike, as if you are drawing back a slingshot. [[Special:Contributions/74.96.68.88|74.96.68.88]] 21:04, 25 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Not Mentioned Here ==&lt;br /&gt;
&lt;br /&gt;
Force Strikes will instantly break an enemy's Guard.  I've done it many times myself.  If you want to test it yourself, [[Halloween Horrors]] wave 3 has an enemy that's guaranteed to enter Guard state after just a couple of attacks. [[Special:Contributions/8.36.253.135|8.36.253.135]] 09:28, 24 October 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177832</id>
		<title>Talk:Combat Mechanics/Archive</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177832"/>
		<updated>2018-11-25T21:04:41Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: The sentence about aiming force strikes is inaccurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Corrections ==&lt;br /&gt;
&lt;br /&gt;
The pivot point for aiming Force Strikes is '''''not''''' your character, as the article says, but the point where you held your finger to charge the strike. This was very confusing for me at first before I figured it out. If you want to test this yourself, charge a force strike with your finger ''away'' from your character. When you circle your finger around the point you were just holding, your character should rotate in a circle along with the force strike direction indicator. However, if you instead circle your finger around your character, your character will instead only rotate by a small amount and will not be able to aim behind them. I believe a good analogy for aiming force strikes is that you are supposed to hold your finger down to charge it, then pull it back from that point in the opposite direction you want to launch the strike, as if you are drawing back a slingshot. [[Special:Contributions/74.96.68.88|74.96.68.88]] 21:04, 25 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Not Mentioned Here ==&lt;br /&gt;
&lt;br /&gt;
Force Strikes will instantly break an enemy's Guard.  I've done it many times myself.  If you want to test it yourself, [[Halloween Horrors]] wave 3 has an enemy that's guaranteed to enter Guard state after just a couple of attacks. [[Special:Contributions/8.36.253.135|8.36.253.135]] 09:28, 24 October 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177831</id>
		<title>Talk:Combat Mechanics/Archive</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Talk:Combat_Mechanics/Archive&amp;diff=177831"/>
		<updated>2018-11-25T21:04:41Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: The sentence about aiming force strikes is inaccurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Corrections ==&lt;br /&gt;
&lt;br /&gt;
The pivot point for aiming Force Strikes is '''''not''''' your character, as the article says, but the point where you held your finger to charge the strike. This was very confusing for me at first before I figured it out. If you want to test this yourself, charge a force strike with your finger ''away'' from your character. When you circle your finger around the point you were just holding, your character should rotate in a circle along with the force strike direction indicator. However, if you instead circle your finger around your character, your character will instead only rotate by a small amount and will not be able to aim behind them. I believe a good analogy for aiming force strikes is that you are supposed to hold your finger down to charge it, then pull it back from that point in the opposite direction you want to launch the strike, as if you are drawing back a slingshot. [[Special:Contributions/74.96.68.88|74.96.68.88]] 21:04, 25 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Not Mentioned Here ==&lt;br /&gt;
&lt;br /&gt;
Force Strikes will instantly break an enemy's Guard.  I've done it many times myself.  If you want to test it yourself, [[Halloween Horrors]] wave 3 has an enemy that's guaranteed to enter Guard state after just a couple of attacks. [[Special:Contributions/8.36.253.135|8.36.253.135]] 09:28, 24 October 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172119</id>
		<title>Quest Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172119"/>
		<updated>2018-11-09T22:29:56Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Failing a Quest */ Stamina (and likely getherwings) are only consumed upon successful completion of a quest. On failure (or giving up), rather than being refunded they are simply not consumed in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For Lists of Quests, see: [[Campaign Quests]]/[[Event Quests]]''&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Dragalia Lost, questing is the primary way the game is played. Tackle these to progress and earn rewards and experience points. During a quest, a player can control the adventurers on the team taken to defeat the enemies on the quest map. Each quest also has several special conditions to achieve in order to clear the quest. If a player fails to achieve the special condition, then the quest will fail. These victory / defeat conditions as well as quest information and acquired items can be viewed from the Menu window during the quest.&lt;br /&gt;
&lt;br /&gt;
==Might==&lt;br /&gt;
Might is a stat that is used primarily as a guide for progression throughout the game. Campaign quests have a suggested Might level to show their expected difficulty. Event quests have a minimum Might requirement that players must surpass with at least one team of adventurers to unlock.&lt;br /&gt;
&lt;br /&gt;
Every Adventurer, Dragon, Wyrmprint, and Weapon has a Might stat.  On the team screen, each Adventurer will have a Might score that is the sum of their Might score and the Might score of anything equipped to them.  Team Might is determined by the combined Might of all adventurers on a team as well as their equipped items.  Halidom facilities also grant Might to Adventurers that they affect.&lt;br /&gt;
&lt;br /&gt;
==Helpers==&lt;br /&gt;
Helpers are special Adventurers that can be used during Solo questing, providing players with up to 3 uses of the Adventurer's first skill. They are selected for a single mission by choosing them in the menu at the start of a quest. The adventurer's skill can then be used at any time during the quest by tapping on its icon at the bottom of the screen. This skill is available for use a single time if a player is not friends with the other player that provided the helper, and three times if they are friends.&lt;br /&gt;
&lt;br /&gt;
In the Home Menu, selecting 'More' &amp;gt; 'Friends' &amp;gt; 'Helper Settings' will open up another interface that allows players to select one adventurer and a full loadout of equipment.  Doing so will make that character available to other players to use during solo quests. &lt;br /&gt;
&lt;br /&gt;
==Quest Objectives==&lt;br /&gt;
All quests have an objective that must be completed in order to finish the mission and gain rewards.  If the objective is not finished before time runs out, or all of the adventurers on the quest run out of Health, the quest will fail.&lt;br /&gt;
&lt;br /&gt;
Common quest objectives include:&lt;br /&gt;
*'''Kill all Enemies within the time limit'''&lt;br /&gt;
*'''Kill the Boss'''&lt;br /&gt;
*'''Defeat all Waves of enemies'''&lt;br /&gt;
&lt;br /&gt;
==Obstacles==&lt;br /&gt;
There are various obstacles that can be encountered in quests:&lt;br /&gt;
*'''Trees'''- When players walk within a certain proximity of tree trunks, they will fall down causing damage to any players within the designated area.&lt;br /&gt;
*'''Boulders'''- Large rocks will roll along straight paths, knocking up any adventurers they impact, and causing damage to them.&lt;br /&gt;
*'''Traps'''- Various traps can be found in quests.  Most traps will deal damage and cause afflictions on any adventurers they hit.&lt;br /&gt;
*'''Blue Gates'''- Blue gates will spawn around certain rooms that prevent any adventurers from leaving that room until all enemies have been defeated.  Blue gates only block in one direction, so Adventurers can enter the room to fight the enemy, but cannot leave.&lt;br /&gt;
*'''Locked Doors'''- Locked doors will be impassible to adventurers until they find the corresponding lock in the level.  Locks look like giant colored diamonds and can be attacked or rolled into to trigger them and unlock the door.&lt;br /&gt;
&lt;br /&gt;
==Reviving==&lt;br /&gt;
Players are allowed to revive their Adventurers during quests under certain conditions.  The cost to revive is paid in Wyrmite, Diamantium, or special consumable items. In Solo quests, the player will be allowed to revive if all of their adventurers have reached 0 Health, and the other conditions of the quest have no yet been failed.  Reviving this way will fully restored the entire team's HP, and all gauges (Skill gauge, Dragon gauge, support-skill counter) will be reset.  In Co-op quests, the player will be allowed to revive if all of their controlled adventurers reach 0 health, even if other players still have Adventurers with higher than 0 health.  Reviving this way will fully restore that player's adventurers to full HP, and reset their gauges, but other player's adventurers will be unaffected.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to revive up to 3 times per quest.&lt;br /&gt;
&lt;br /&gt;
==Failing a Quest==&lt;br /&gt;
If a player's entire party's HP reaches 0 or if a player fails to complete the quest conditions (eg. Complete within a certain time limit), then a player will fail the quest. All items and currency gathered during the quest will be lost, but no stamina/getherwings will be consumed.&lt;br /&gt;
&lt;br /&gt;
A quest can also be abandoned by selecting the &amp;quot;Give Up&amp;quot; button from the menu window. Similar to failing a quest, all acquired items and experience for quest will be lost, but  no stamina / getherwings will be consumed.  Giving up on a quest in co-op does not affect the other players in the quest, unless the player giving up is the host, in which case the quest is ended for all players.&lt;br /&gt;
&lt;br /&gt;
==Skip Tickets==&lt;br /&gt;
Skip Tickets are items a player can then use to automatically complete a quest, gaining all rewards from that quests. Skip Tickets can only be used on quests in which all 3 quest endeavors have already been completed by the player. Some quests are ineligible to have Skip Tickets used to complete them.  If a player uses a Skip Ticket on a quest that has daily rewards available, those rewards will also be granted to the player.&lt;br /&gt;
&lt;br /&gt;
==Co-op==&lt;br /&gt;
:''Main Article: [[Co-op]]''&lt;br /&gt;
Co-op mode allows players to create lobbies for quests and invite up to three other players to play alongside them.  Coop must have at least two players to launch, and any other slots will be filled by AI controlled characters from the actively selected teams of players currently in the lobby.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
:&amp;quot;See all [[Events|Ongoing Events]]&amp;quot;&lt;br /&gt;
Events are time-limited occurrences which happen regularly in Dragalia Lost.  They bring new content in the form of Special Summons, Shops, Stories, and quests, but are only around for limited periods.  Event quests have similar objectives and layouts to normal quests, but some Event quests may require special resources to begin.&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172118</id>
		<title>Quest Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172118"/>
		<updated>2018-11-09T22:29:56Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Failing a Quest */ Stamina (and likely getherwings) are only consumed upon successful completion of a quest. On failure (or giving up), rather than being refunded they are simply not consumed in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For Lists of Quests, see: [[Campaign Quests]]/[[Event Quests]]''&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Dragalia Lost, questing is the primary way the game is played. Tackle these to progress and earn rewards and experience points. During a quest, a player can control the adventurers on the team taken to defeat the enemies on the quest map. Each quest also has several special conditions to achieve in order to clear the quest. If a player fails to achieve the special condition, then the quest will fail. These victory / defeat conditions as well as quest information and acquired items can be viewed from the Menu window during the quest.&lt;br /&gt;
&lt;br /&gt;
==Might==&lt;br /&gt;
Might is a stat that is used primarily as a guide for progression throughout the game. Campaign quests have a suggested Might level to show their expected difficulty. Event quests have a minimum Might requirement that players must surpass with at least one team of adventurers to unlock.&lt;br /&gt;
&lt;br /&gt;
Every Adventurer, Dragon, Wyrmprint, and Weapon has a Might stat.  On the team screen, each Adventurer will have a Might score that is the sum of their Might score and the Might score of anything equipped to them.  Team Might is determined by the combined Might of all adventurers on a team as well as their equipped items.  Halidom facilities also grant Might to Adventurers that they affect.&lt;br /&gt;
&lt;br /&gt;
==Helpers==&lt;br /&gt;
Helpers are special Adventurers that can be used during Solo questing, providing players with up to 3 uses of the Adventurer's first skill. They are selected for a single mission by choosing them in the menu at the start of a quest. The adventurer's skill can then be used at any time during the quest by tapping on its icon at the bottom of the screen. This skill is available for use a single time if a player is not friends with the other player that provided the helper, and three times if they are friends.&lt;br /&gt;
&lt;br /&gt;
In the Home Menu, selecting 'More' &amp;gt; 'Friends' &amp;gt; 'Helper Settings' will open up another interface that allows players to select one adventurer and a full loadout of equipment.  Doing so will make that character available to other players to use during solo quests. &lt;br /&gt;
&lt;br /&gt;
==Quest Objectives==&lt;br /&gt;
All quests have an objective that must be completed in order to finish the mission and gain rewards.  If the objective is not finished before time runs out, or all of the adventurers on the quest run out of Health, the quest will fail.&lt;br /&gt;
&lt;br /&gt;
Common quest objectives include:&lt;br /&gt;
*'''Kill all Enemies within the time limit'''&lt;br /&gt;
*'''Kill the Boss'''&lt;br /&gt;
*'''Defeat all Waves of enemies'''&lt;br /&gt;
&lt;br /&gt;
==Obstacles==&lt;br /&gt;
There are various obstacles that can be encountered in quests:&lt;br /&gt;
*'''Trees'''- When players walk within a certain proximity of tree trunks, they will fall down causing damage to any players within the designated area.&lt;br /&gt;
*'''Boulders'''- Large rocks will roll along straight paths, knocking up any adventurers they impact, and causing damage to them.&lt;br /&gt;
*'''Traps'''- Various traps can be found in quests.  Most traps will deal damage and cause afflictions on any adventurers they hit.&lt;br /&gt;
*'''Blue Gates'''- Blue gates will spawn around certain rooms that prevent any adventurers from leaving that room until all enemies have been defeated.  Blue gates only block in one direction, so Adventurers can enter the room to fight the enemy, but cannot leave.&lt;br /&gt;
*'''Locked Doors'''- Locked doors will be impassible to adventurers until they find the corresponding lock in the level.  Locks look like giant colored diamonds and can be attacked or rolled into to trigger them and unlock the door.&lt;br /&gt;
&lt;br /&gt;
==Reviving==&lt;br /&gt;
Players are allowed to revive their Adventurers during quests under certain conditions.  The cost to revive is paid in Wyrmite, Diamantium, or special consumable items. In Solo quests, the player will be allowed to revive if all of their adventurers have reached 0 Health, and the other conditions of the quest have no yet been failed.  Reviving this way will fully restored the entire team's HP, and all gauges (Skill gauge, Dragon gauge, support-skill counter) will be reset.  In Co-op quests, the player will be allowed to revive if all of their controlled adventurers reach 0 health, even if other players still have Adventurers with higher than 0 health.  Reviving this way will fully restore that player's adventurers to full HP, and reset their gauges, but other player's adventurers will be unaffected.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to revive up to 3 times per quest.&lt;br /&gt;
&lt;br /&gt;
==Failing a Quest==&lt;br /&gt;
If a player's entire party's HP reaches 0 or if a player fails to complete the quest conditions (eg. Complete within a certain time limit), then a player will fail the quest. All items and currency gathered during the quest will be lost, but no stamina/getherwings will be consumed.&lt;br /&gt;
&lt;br /&gt;
A quest can also be abandoned by selecting the &amp;quot;Give Up&amp;quot; button from the menu window. Similar to failing a quest, all acquired items and experience for quest will be lost, but  no stamina / getherwings will be consumed.  Giving up on a quest in co-op does not affect the other players in the quest, unless the player giving up is the host, in which case the quest is ended for all players.&lt;br /&gt;
&lt;br /&gt;
==Skip Tickets==&lt;br /&gt;
Skip Tickets are items a player can then use to automatically complete a quest, gaining all rewards from that quests. Skip Tickets can only be used on quests in which all 3 quest endeavors have already been completed by the player. Some quests are ineligible to have Skip Tickets used to complete them.  If a player uses a Skip Ticket on a quest that has daily rewards available, those rewards will also be granted to the player.&lt;br /&gt;
&lt;br /&gt;
==Co-op==&lt;br /&gt;
:''Main Article: [[Co-op]]''&lt;br /&gt;
Co-op mode allows players to create lobbies for quests and invite up to three other players to play alongside them.  Coop must have at least two players to launch, and any other slots will be filled by AI controlled characters from the actively selected teams of players currently in the lobby.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
:&amp;quot;See all [[Events|Ongoing Events]]&amp;quot;&lt;br /&gt;
Events are time-limited occurrences which happen regularly in Dragalia Lost.  They bring new content in the form of Special Summons, Shops, Stories, and quests, but are only around for limited periods.  Event quests have similar objectives and layouts to normal quests, but some Event quests may require special resources to begin.&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172117</id>
		<title>Quest Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Quest_Mechanics&amp;diff=172117"/>
		<updated>2018-11-09T22:29:56Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Failing a Quest */ Stamina (and likely getherwings) are only consumed upon successful completion of a quest. On failure (or giving up), rather than being refunded they are simply not consumed in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For Lists of Quests, see: [[Campaign Quests]]/[[Event Quests]]''&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
In Dragalia Lost, questing is the primary way the game is played. Tackle these to progress and earn rewards and experience points. During a quest, a player can control the adventurers on the team taken to defeat the enemies on the quest map. Each quest also has several special conditions to achieve in order to clear the quest. If a player fails to achieve the special condition, then the quest will fail. These victory / defeat conditions as well as quest information and acquired items can be viewed from the Menu window during the quest.&lt;br /&gt;
&lt;br /&gt;
==Might==&lt;br /&gt;
Might is a stat that is used primarily as a guide for progression throughout the game. Campaign quests have a suggested Might level to show their expected difficulty. Event quests have a minimum Might requirement that players must surpass with at least one team of adventurers to unlock.&lt;br /&gt;
&lt;br /&gt;
Every Adventurer, Dragon, Wyrmprint, and Weapon has a Might stat.  On the team screen, each Adventurer will have a Might score that is the sum of their Might score and the Might score of anything equipped to them.  Team Might is determined by the combined Might of all adventurers on a team as well as their equipped items.  Halidom facilities also grant Might to Adventurers that they affect.&lt;br /&gt;
&lt;br /&gt;
==Helpers==&lt;br /&gt;
Helpers are special Adventurers that can be used during Solo questing, providing players with up to 3 uses of the Adventurer's first skill. They are selected for a single mission by choosing them in the menu at the start of a quest. The adventurer's skill can then be used at any time during the quest by tapping on its icon at the bottom of the screen. This skill is available for use a single time if a player is not friends with the other player that provided the helper, and three times if they are friends.&lt;br /&gt;
&lt;br /&gt;
In the Home Menu, selecting 'More' &amp;gt; 'Friends' &amp;gt; 'Helper Settings' will open up another interface that allows players to select one adventurer and a full loadout of equipment.  Doing so will make that character available to other players to use during solo quests. &lt;br /&gt;
&lt;br /&gt;
==Quest Objectives==&lt;br /&gt;
All quests have an objective that must be completed in order to finish the mission and gain rewards.  If the objective is not finished before time runs out, or all of the adventurers on the quest run out of Health, the quest will fail.&lt;br /&gt;
&lt;br /&gt;
Common quest objectives include:&lt;br /&gt;
*'''Kill all Enemies within the time limit'''&lt;br /&gt;
*'''Kill the Boss'''&lt;br /&gt;
*'''Defeat all Waves of enemies'''&lt;br /&gt;
&lt;br /&gt;
==Obstacles==&lt;br /&gt;
There are various obstacles that can be encountered in quests:&lt;br /&gt;
*'''Trees'''- When players walk within a certain proximity of tree trunks, they will fall down causing damage to any players within the designated area.&lt;br /&gt;
*'''Boulders'''- Large rocks will roll along straight paths, knocking up any adventurers they impact, and causing damage to them.&lt;br /&gt;
*'''Traps'''- Various traps can be found in quests.  Most traps will deal damage and cause afflictions on any adventurers they hit.&lt;br /&gt;
*'''Blue Gates'''- Blue gates will spawn around certain rooms that prevent any adventurers from leaving that room until all enemies have been defeated.  Blue gates only block in one direction, so Adventurers can enter the room to fight the enemy, but cannot leave.&lt;br /&gt;
*'''Locked Doors'''- Locked doors will be impassible to adventurers until they find the corresponding lock in the level.  Locks look like giant colored diamonds and can be attacked or rolled into to trigger them and unlock the door.&lt;br /&gt;
&lt;br /&gt;
==Reviving==&lt;br /&gt;
Players are allowed to revive their Adventurers during quests under certain conditions.  The cost to revive is paid in Wyrmite, Diamantium, or special consumable items. In Solo quests, the player will be allowed to revive if all of their adventurers have reached 0 Health, and the other conditions of the quest have no yet been failed.  Reviving this way will fully restored the entire team's HP, and all gauges (Skill gauge, Dragon gauge, support-skill counter) will be reset.  In Co-op quests, the player will be allowed to revive if all of their controlled adventurers reach 0 health, even if other players still have Adventurers with higher than 0 health.  Reviving this way will fully restore that player's adventurers to full HP, and reset their gauges, but other player's adventurers will be unaffected.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to revive up to 3 times per quest.&lt;br /&gt;
&lt;br /&gt;
==Failing a Quest==&lt;br /&gt;
If a player's entire party's HP reaches 0 or if a player fails to complete the quest conditions (eg. Complete within a certain time limit), then a player will fail the quest. All items and currency gathered during the quest will be lost, but no stamina/getherwings will be consumed.&lt;br /&gt;
&lt;br /&gt;
A quest can also be abandoned by selecting the &amp;quot;Give Up&amp;quot; button from the menu window. Similar to failing a quest, all acquired items and experience for quest will be lost, but  no stamina / getherwings will be consumed.  Giving up on a quest in co-op does not affect the other players in the quest, unless the player giving up is the host, in which case the quest is ended for all players.&lt;br /&gt;
&lt;br /&gt;
==Skip Tickets==&lt;br /&gt;
Skip Tickets are items a player can then use to automatically complete a quest, gaining all rewards from that quests. Skip Tickets can only be used on quests in which all 3 quest endeavors have already been completed by the player. Some quests are ineligible to have Skip Tickets used to complete them.  If a player uses a Skip Ticket on a quest that has daily rewards available, those rewards will also be granted to the player.&lt;br /&gt;
&lt;br /&gt;
==Co-op==&lt;br /&gt;
:''Main Article: [[Co-op]]''&lt;br /&gt;
Co-op mode allows players to create lobbies for quests and invite up to three other players to play alongside them.  Coop must have at least two players to launch, and any other slots will be filled by AI controlled characters from the actively selected teams of players currently in the lobby.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
:&amp;quot;See all [[Events|Ongoing Events]]&amp;quot;&lt;br /&gt;
Events are time-limited occurrences which happen regularly in Dragalia Lost.  They bring new content in the form of Special Summons, Shops, Stories, and quests, but are only around for limited periods.  Event quests have similar objectives and layouts to normal quests, but some Event quests may require special resources to begin.&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172116</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172116"/>
		<updated>2018-11-09T22:22:57Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NoticeUnderConstruction}}&lt;br /&gt;
This page provides an overview about various mechanics and features in Dragalia Lost.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Player Level ==&lt;br /&gt;
:''Main article: [[Player Level]]''&lt;br /&gt;
The Player Level is the level associated with one's account. When completing any quest, experience points are awarded toward the player level. Increasing player level has many benefits, including restoring stamina and getherwings, higher stamina limit, higher friend limit, and improved [[facilities]]. The amount of experience gained per quest can be boosted by the skill [[Player EXP]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[File:Screenshot_Stamina.png|right|thumb|Stamina]]&lt;br /&gt;
There are two types of resources: Stamina and Getherwings.&lt;br /&gt;
&lt;br /&gt;
'''Stamina''' is used to play solo quests and to host a co-op quest. The stamina spent on a quest will be consumed at the end of the quest if it is completed successfully (failing a quest does not consume stamina). The stamina bar increases with player level, and it refills at a rate of one point per six minutes up to its limit. However, gaining player levels, using restore items such as [[Quality Honey]], and [[shop#Stamina|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 999 stamina.&lt;br /&gt;
&lt;br /&gt;
'''Getherwings''' are used to join co-op quests (Hosting a quest costs Stamina). Like stamina, the getherwings spent on a quest will be refunded if the quest fails. However, unlike stamina, getherwings do not increase with the player level, and they refill at a rate of one per hour up to 12 getherwings. Gaining player levels, using restore items such as [[Ethon Ashes]], and [[shop#Getherwings|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 99 getherwings. Note that getherwings are not consumed for the host of a party, only for the members that joined the party.&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
[[File:Screenshot_Wyrmite_Diamantium.png|right|thumb|Wyrmite and Diamantium]]&lt;br /&gt;
:''Main article: [[Currency]]''&lt;br /&gt;
There are several types of in-game currency which used for a number of things, such as Summoning, Crafting, and other uses. &lt;br /&gt;
&lt;br /&gt;
{{Wyrmite-}}, {{Mana-}}, {{Rupies-}}, and {{Eldwater-}} are earnable currencies, while {{Diamantium-}} is a premium currency.&lt;br /&gt;
&lt;br /&gt;
Mana and Rupies can be earned within the game by completing quests.  Wyrmite and Eldwater can be earned from Endeavors.  Eldwater can also be gained by summoning duplicate characters, or selling {{3*}} or higher Wyrmprints and Dragons.  Diamantium must be purchased through the store.&lt;br /&gt;
&lt;br /&gt;
==Summoning==&lt;br /&gt;
:''Main article: [[Summoning]]''&lt;br /&gt;
Summoning is one of the key mechanics of Dragalia Lost. To obtain new Adventurers, Wyrmprints, and Dragons, players are required to summon through the Summoning menu using Wyrmite, Diamantium, or Summon Tickets.&lt;br /&gt;
&lt;br /&gt;
Inside the Summon Menu, players will be able to access special 'Summoning Showcases' which features Adventurers, Dragons, and Wyrmprints that will have a higher chance to be summoned than usual. All non-event/non-limited Adventurers, Dragons, and Wyrmprints that are {{3*}}, {{4*}}, and {{5*}} rarity can be attained this way.&lt;br /&gt;
&lt;br /&gt;
Inside most Summoning Showcases, there are 3 different options to choose from to start a summon: Daily Deal, Single Summon, and Tenfold Summon.&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
:''See Also: [[Adventurers|List of Adventurers]]''&lt;br /&gt;
&lt;br /&gt;
Adventurers are characters that players use to complete quests. Adventurers are attributed a weapon type and element, which determine their attack style, and their damage and durability against other elements. Each specific adventurer has a static set of skills and abilities that cannot be changed. Players can equip adventurers with [[weapons]], [[dragons]], and [[wyrmprints]] to boost their stats and potentially grant special skills and abilities.&lt;br /&gt;
&lt;br /&gt;
Adventurers level up by gaining experience through completing quests, and from crystal items such as [[Silver Crystal]]s. Their max level is determined solely by rarity, and all Adventurers can be promoted to the highest rarity. Players can only have one copy of an adventurer, so duplicates gained through {{Summoning}} are instantly converted to {{Eldwater}} [[Eldwater]].&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams are groups of up to 4 Adventurers that can be sent on quests.  In the Team section of the Main Menu, players can create up to 6 unique teams that can be used in quests. Each adventurer can be equipped with a weapon, a dragon, and a wyrmprint through the menu UI.  Teams allow custom loadouts each adventurer, so a single adventurer can be used on multiple teams with different sets of equipment, but each piece of equipment can only be used once per team. There is also a feature inside the team menu to optimize teambuilding, which will automatically create a full team of 4 adventurers with full loadouts.&lt;br /&gt;
&lt;br /&gt;
For more information and tips on how to build teams, visit the [[Team Building]] page.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main article: [[Stats]]''&lt;br /&gt;
&lt;br /&gt;
There are various stats used by adventurers which can be granted and increased by equipped weapons, dragons, wyrmprints, skills, and abilities.  A large proportion of these stats cannot be seen on the Adventurer's stat breakdowns in the game, but nonetheless will increase their damage and durability. Some stats have an effect on an adventurer's skills, or their skills granted while shapeshifted.&lt;br /&gt;
&lt;br /&gt;
Basic stats which can be found on all Adventurer's and equipped items are HP and Strength.  HP directly increases a character Health Pool, and Strength affects damage done by basic attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Weapons===&lt;br /&gt;
:''Main article: [[Weapons]]''&lt;br /&gt;
Weapons are wielded by [[adventurers]] to boost their stats and potentially provide extra skills in combat. Each adventurer has a default {{1*}} weapon that provides no bonuses or skills. {{2*}} weapons are obtained in quests by opening chests and defeating enemies.  Once the [[Smithy]] facility is unlocked in Halidom, {{3*}}, {{4*}}, and {{5*}} weapons can be crafted through the Upgrade Menu.  Weapons can also be upgraded to higher tiers, which provides an extra skill and higher stats to Adventurers.  The highest tier of weapons gain an elemental type, and if they are used by an Adventurer of the same element, the weapon will grant an extra 50% HP and Strength worth of its stats.&lt;br /&gt;
&lt;br /&gt;
===Wyrmprints===&lt;br /&gt;
:''See Also: [[Wyrmprint Grid|List of Wyrmprints]]''&lt;br /&gt;
Wyrmprints are items that can be equipped by Adventurers, providing Health, Strength, and Might.  Every Wyrmprint will also provide at least one [[Abilities||Ability]] to the equipped Adventurer.  Wyrmprints can be unbound to increase their maximum possible level by using a second copy of the same Wyrmprint.  When a Wyrmprint is fully unbound, the [[Abilities]] provided by the Wyrmprint will be upgraded to a higher tier, providing greater bonuses.&lt;br /&gt;
&lt;br /&gt;
Because the Health and Strength provided by Wyrmprints are fairly low, and they gain very little per level, most of the value of the Wyrmprints comes from the [[Abilities]] they provide. Finding Wyrmprints that provide skills that benefit the playstyle of Adventurers is recommended.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
:''See Also: [[Dragons|List of Dragons]]''&lt;br /&gt;
Dragons are creatures that can be equipped to Adventurers, providing Health and Strength and Might.  Dragons also have [[Abilities]] that can provide extra stats to Adventurers as long as they are a specific Elemental type.  ''Ex: Ezelith can gain 40% more Strength by equipping Agni due to his [[(Flame) Strength +40%]] ability.'' In addition to these abilities, Dragons will also grant an extra 50% of their Health and Strength stats to adventurers of the same elemental type.&lt;br /&gt;
&lt;br /&gt;
During missions, Adventurers can shapeshift into the equipped dragon for a brief period of time after filling up their Dragon Gauge.  While in this shapeshifted form, the Adventurer will gain a new basic attack and a usable [[Skills|Skill]] which can have a variety of effects depending on the dragon.  In their shapeshifted form, Adventurers have no health bar, but instead have a yellow duration bar that decreases over time and while taking damage.  When the duration bar runs out, the Adventurer will return to their normal state and the Dragon Gauge will go on cooldown.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
:''See: [[Quest Mechanics]]''&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:''See:  [[Combat Mechanics]]''&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172115</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172115"/>
		<updated>2018-11-09T22:22:57Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NoticeUnderConstruction}}&lt;br /&gt;
This page provides an overview about various mechanics and features in Dragalia Lost.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Player Level ==&lt;br /&gt;
:''Main article: [[Player Level]]''&lt;br /&gt;
The Player Level is the level associated with one's account. When completing any quest, experience points are awarded toward the player level. Increasing player level has many benefits, including restoring stamina and getherwings, higher stamina limit, higher friend limit, and improved [[facilities]]. The amount of experience gained per quest can be boosted by the skill [[Player EXP]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[File:Screenshot_Stamina.png|right|thumb|Stamina]]&lt;br /&gt;
There are two types of resources: Stamina and Getherwings.&lt;br /&gt;
&lt;br /&gt;
'''Stamina''' is used to play solo quests and to host a co-op quest. The stamina spent on a quest will be consumed at the end of the quest if it is completed successfully (failing a quest does not consume stamina). The stamina bar increases with player level, and it refills at a rate of one point per six minutes up to its limit. However, gaining player levels, using restore items such as [[Quality Honey]], and [[shop#Stamina|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 999 stamina.&lt;br /&gt;
&lt;br /&gt;
'''Getherwings''' are used to join co-op quests (Hosting a quest costs Stamina). Like stamina, the getherwings spent on a quest will be refunded if the quest fails. However, unlike stamina, getherwings do not increase with the player level, and they refill at a rate of one per hour up to 12 getherwings. Gaining player levels, using restore items such as [[Ethon Ashes]], and [[shop#Getherwings|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 99 getherwings. Note that getherwings are not consumed for the host of a party, only for the members that joined the party.&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
[[File:Screenshot_Wyrmite_Diamantium.png|right|thumb|Wyrmite and Diamantium]]&lt;br /&gt;
:''Main article: [[Currency]]''&lt;br /&gt;
There are several types of in-game currency which used for a number of things, such as Summoning, Crafting, and other uses. &lt;br /&gt;
&lt;br /&gt;
{{Wyrmite-}}, {{Mana-}}, {{Rupies-}}, and {{Eldwater-}} are earnable currencies, while {{Diamantium-}} is a premium currency.&lt;br /&gt;
&lt;br /&gt;
Mana and Rupies can be earned within the game by completing quests.  Wyrmite and Eldwater can be earned from Endeavors.  Eldwater can also be gained by summoning duplicate characters, or selling {{3*}} or higher Wyrmprints and Dragons.  Diamantium must be purchased through the store.&lt;br /&gt;
&lt;br /&gt;
==Summoning==&lt;br /&gt;
:''Main article: [[Summoning]]''&lt;br /&gt;
Summoning is one of the key mechanics of Dragalia Lost. To obtain new Adventurers, Wyrmprints, and Dragons, players are required to summon through the Summoning menu using Wyrmite, Diamantium, or Summon Tickets.&lt;br /&gt;
&lt;br /&gt;
Inside the Summon Menu, players will be able to access special 'Summoning Showcases' which features Adventurers, Dragons, and Wyrmprints that will have a higher chance to be summoned than usual. All non-event/non-limited Adventurers, Dragons, and Wyrmprints that are {{3*}}, {{4*}}, and {{5*}} rarity can be attained this way.&lt;br /&gt;
&lt;br /&gt;
Inside most Summoning Showcases, there are 3 different options to choose from to start a summon: Daily Deal, Single Summon, and Tenfold Summon.&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
:''See Also: [[Adventurers|List of Adventurers]]''&lt;br /&gt;
&lt;br /&gt;
Adventurers are characters that players use to complete quests. Adventurers are attributed a weapon type and element, which determine their attack style, and their damage and durability against other elements. Each specific adventurer has a static set of skills and abilities that cannot be changed. Players can equip adventurers with [[weapons]], [[dragons]], and [[wyrmprints]] to boost their stats and potentially grant special skills and abilities.&lt;br /&gt;
&lt;br /&gt;
Adventurers level up by gaining experience through completing quests, and from crystal items such as [[Silver Crystal]]s. Their max level is determined solely by rarity, and all Adventurers can be promoted to the highest rarity. Players can only have one copy of an adventurer, so duplicates gained through {{Summoning}} are instantly converted to {{Eldwater}} [[Eldwater]].&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams are groups of up to 4 Adventurers that can be sent on quests.  In the Team section of the Main Menu, players can create up to 6 unique teams that can be used in quests. Each adventurer can be equipped with a weapon, a dragon, and a wyrmprint through the menu UI.  Teams allow custom loadouts each adventurer, so a single adventurer can be used on multiple teams with different sets of equipment, but each piece of equipment can only be used once per team. There is also a feature inside the team menu to optimize teambuilding, which will automatically create a full team of 4 adventurers with full loadouts.&lt;br /&gt;
&lt;br /&gt;
For more information and tips on how to build teams, visit the [[Team Building]] page.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main article: [[Stats]]''&lt;br /&gt;
&lt;br /&gt;
There are various stats used by adventurers which can be granted and increased by equipped weapons, dragons, wyrmprints, skills, and abilities.  A large proportion of these stats cannot be seen on the Adventurer's stat breakdowns in the game, but nonetheless will increase their damage and durability. Some stats have an effect on an adventurer's skills, or their skills granted while shapeshifted.&lt;br /&gt;
&lt;br /&gt;
Basic stats which can be found on all Adventurer's and equipped items are HP and Strength.  HP directly increases a character Health Pool, and Strength affects damage done by basic attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Weapons===&lt;br /&gt;
:''Main article: [[Weapons]]''&lt;br /&gt;
Weapons are wielded by [[adventurers]] to boost their stats and potentially provide extra skills in combat. Each adventurer has a default {{1*}} weapon that provides no bonuses or skills. {{2*}} weapons are obtained in quests by opening chests and defeating enemies.  Once the [[Smithy]] facility is unlocked in Halidom, {{3*}}, {{4*}}, and {{5*}} weapons can be crafted through the Upgrade Menu.  Weapons can also be upgraded to higher tiers, which provides an extra skill and higher stats to Adventurers.  The highest tier of weapons gain an elemental type, and if they are used by an Adventurer of the same element, the weapon will grant an extra 50% HP and Strength worth of its stats.&lt;br /&gt;
&lt;br /&gt;
===Wyrmprints===&lt;br /&gt;
:''See Also: [[Wyrmprint Grid|List of Wyrmprints]]''&lt;br /&gt;
Wyrmprints are items that can be equipped by Adventurers, providing Health, Strength, and Might.  Every Wyrmprint will also provide at least one [[Abilities||Ability]] to the equipped Adventurer.  Wyrmprints can be unbound to increase their maximum possible level by using a second copy of the same Wyrmprint.  When a Wyrmprint is fully unbound, the [[Abilities]] provided by the Wyrmprint will be upgraded to a higher tier, providing greater bonuses.&lt;br /&gt;
&lt;br /&gt;
Because the Health and Strength provided by Wyrmprints are fairly low, and they gain very little per level, most of the value of the Wyrmprints comes from the [[Abilities]] they provide. Finding Wyrmprints that provide skills that benefit the playstyle of Adventurers is recommended.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
:''See Also: [[Dragons|List of Dragons]]''&lt;br /&gt;
Dragons are creatures that can be equipped to Adventurers, providing Health and Strength and Might.  Dragons also have [[Abilities]] that can provide extra stats to Adventurers as long as they are a specific Elemental type.  ''Ex: Ezelith can gain 40% more Strength by equipping Agni due to his [[(Flame) Strength +40%]] ability.'' In addition to these abilities, Dragons will also grant an extra 50% of their Health and Strength stats to adventurers of the same elemental type.&lt;br /&gt;
&lt;br /&gt;
During missions, Adventurers can shapeshift into the equipped dragon for a brief period of time after filling up their Dragon Gauge.  While in this shapeshifted form, the Adventurer will gain a new basic attack and a usable [[Skills|Skill]] which can have a variety of effects depending on the dragon.  In their shapeshifted form, Adventurers have no health bar, but instead have a yellow duration bar that decreases over time and while taking damage.  When the duration bar runs out, the Adventurer will return to their normal state and the Dragon Gauge will go on cooldown.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
:''See: [[Quest Mechanics]]''&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:''See:  [[Combat Mechanics]]''&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
	</entry>
	<entry>
		<id>https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172114</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://dlwiki.cherrymint.live/index.php?title=Mechanics&amp;diff=172114"/>
		<updated>2018-11-09T22:22:57Z</updated>

		<summary type="html">&lt;p&gt;74.96.68.88: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NoticeUnderConstruction}}&lt;br /&gt;
This page provides an overview about various mechanics and features in Dragalia Lost.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Player Level ==&lt;br /&gt;
:''Main article: [[Player Level]]''&lt;br /&gt;
The Player Level is the level associated with one's account. When completing any quest, experience points are awarded toward the player level. Increasing player level has many benefits, including restoring stamina and getherwings, higher stamina limit, higher friend limit, and improved [[facilities]]. The amount of experience gained per quest can be boosted by the skill [[Player EXP]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[File:Screenshot_Stamina.png|right|thumb|Stamina]]&lt;br /&gt;
There are two types of resources: Stamina and Getherwings.&lt;br /&gt;
&lt;br /&gt;
'''Stamina''' is used to play solo quests and to host a co-op quest. The stamina spent on a quest will be consumed at the end of the quest if it is completed successfully (failing a quest does not consume stamina). The stamina bar increases with player level, and it refills at a rate of one point per six minutes up to its limit. However, gaining player levels, using restore items such as [[Quality Honey]], and [[shop#Stamina|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 999 stamina.&lt;br /&gt;
&lt;br /&gt;
'''Getherwings''' are used to join co-op quests (Hosting a quest costs Stamina). Like stamina, the getherwings spent on a quest will be refunded if the quest fails. However, unlike stamina, getherwings do not increase with the player level, and they refill at a rate of one per hour up to 12 getherwings. Gaining player levels, using restore items such as [[Ethon Ashes]], and [[shop#Getherwings|making purchases]] with {{Wyrmite-}} or {{Diamantium-}} can exceed that limit up to a maximum of 99 getherwings. Note that getherwings are not consumed for the host of a party, only for the members that joined the party.&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
[[File:Screenshot_Wyrmite_Diamantium.png|right|thumb|Wyrmite and Diamantium]]&lt;br /&gt;
:''Main article: [[Currency]]''&lt;br /&gt;
There are several types of in-game currency which used for a number of things, such as Summoning, Crafting, and other uses. &lt;br /&gt;
&lt;br /&gt;
{{Wyrmite-}}, {{Mana-}}, {{Rupies-}}, and {{Eldwater-}} are earnable currencies, while {{Diamantium-}} is a premium currency.&lt;br /&gt;
&lt;br /&gt;
Mana and Rupies can be earned within the game by completing quests.  Wyrmite and Eldwater can be earned from Endeavors.  Eldwater can also be gained by summoning duplicate characters, or selling {{3*}} or higher Wyrmprints and Dragons.  Diamantium must be purchased through the store.&lt;br /&gt;
&lt;br /&gt;
==Summoning==&lt;br /&gt;
:''Main article: [[Summoning]]''&lt;br /&gt;
Summoning is one of the key mechanics of Dragalia Lost. To obtain new Adventurers, Wyrmprints, and Dragons, players are required to summon through the Summoning menu using Wyrmite, Diamantium, or Summon Tickets.&lt;br /&gt;
&lt;br /&gt;
Inside the Summon Menu, players will be able to access special 'Summoning Showcases' which features Adventurers, Dragons, and Wyrmprints that will have a higher chance to be summoned than usual. All non-event/non-limited Adventurers, Dragons, and Wyrmprints that are {{3*}}, {{4*}}, and {{5*}} rarity can be attained this way.&lt;br /&gt;
&lt;br /&gt;
Inside most Summoning Showcases, there are 3 different options to choose from to start a summon: Daily Deal, Single Summon, and Tenfold Summon.&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
:''See Also: [[Adventurers|List of Adventurers]]''&lt;br /&gt;
&lt;br /&gt;
Adventurers are characters that players use to complete quests. Adventurers are attributed a weapon type and element, which determine their attack style, and their damage and durability against other elements. Each specific adventurer has a static set of skills and abilities that cannot be changed. Players can equip adventurers with [[weapons]], [[dragons]], and [[wyrmprints]] to boost their stats and potentially grant special skills and abilities.&lt;br /&gt;
&lt;br /&gt;
Adventurers level up by gaining experience through completing quests, and from crystal items such as [[Silver Crystal]]s. Their max level is determined solely by rarity, and all Adventurers can be promoted to the highest rarity. Players can only have one copy of an adventurer, so duplicates gained through {{Summoning}} are instantly converted to {{Eldwater}} [[Eldwater]].&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
Teams are groups of up to 4 Adventurers that can be sent on quests.  In the Team section of the Main Menu, players can create up to 6 unique teams that can be used in quests. Each adventurer can be equipped with a weapon, a dragon, and a wyrmprint through the menu UI.  Teams allow custom loadouts each adventurer, so a single adventurer can be used on multiple teams with different sets of equipment, but each piece of equipment can only be used once per team. There is also a feature inside the team menu to optimize teambuilding, which will automatically create a full team of 4 adventurers with full loadouts.&lt;br /&gt;
&lt;br /&gt;
For more information and tips on how to build teams, visit the [[Team Building]] page.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main article: [[Stats]]''&lt;br /&gt;
&lt;br /&gt;
There are various stats used by adventurers which can be granted and increased by equipped weapons, dragons, wyrmprints, skills, and abilities.  A large proportion of these stats cannot be seen on the Adventurer's stat breakdowns in the game, but nonetheless will increase their damage and durability. Some stats have an effect on an adventurer's skills, or their skills granted while shapeshifted.&lt;br /&gt;
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Basic stats which can be found on all Adventurer's and equipped items are HP and Strength.  HP directly increases a character Health Pool, and Strength affects damage done by basic attacks and abilities.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
===Weapons===&lt;br /&gt;
:''Main article: [[Weapons]]''&lt;br /&gt;
Weapons are wielded by [[adventurers]] to boost their stats and potentially provide extra skills in combat. Each adventurer has a default {{1*}} weapon that provides no bonuses or skills. {{2*}} weapons are obtained in quests by opening chests and defeating enemies.  Once the [[Smithy]] facility is unlocked in Halidom, {{3*}}, {{4*}}, and {{5*}} weapons can be crafted through the Upgrade Menu.  Weapons can also be upgraded to higher tiers, which provides an extra skill and higher stats to Adventurers.  The highest tier of weapons gain an elemental type, and if they are used by an Adventurer of the same element, the weapon will grant an extra 50% HP and Strength worth of its stats.&lt;br /&gt;
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===Wyrmprints===&lt;br /&gt;
:''See Also: [[Wyrmprint Grid|List of Wyrmprints]]''&lt;br /&gt;
Wyrmprints are items that can be equipped by Adventurers, providing Health, Strength, and Might.  Every Wyrmprint will also provide at least one [[Abilities||Ability]] to the equipped Adventurer.  Wyrmprints can be unbound to increase their maximum possible level by using a second copy of the same Wyrmprint.  When a Wyrmprint is fully unbound, the [[Abilities]] provided by the Wyrmprint will be upgraded to a higher tier, providing greater bonuses.&lt;br /&gt;
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Because the Health and Strength provided by Wyrmprints are fairly low, and they gain very little per level, most of the value of the Wyrmprints comes from the [[Abilities]] they provide. Finding Wyrmprints that provide skills that benefit the playstyle of Adventurers is recommended.&lt;br /&gt;
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===Dragons===&lt;br /&gt;
:''See Also: [[Dragons|List of Dragons]]''&lt;br /&gt;
Dragons are creatures that can be equipped to Adventurers, providing Health and Strength and Might.  Dragons also have [[Abilities]] that can provide extra stats to Adventurers as long as they are a specific Elemental type.  ''Ex: Ezelith can gain 40% more Strength by equipping Agni due to his [[(Flame) Strength +40%]] ability.'' In addition to these abilities, Dragons will also grant an extra 50% of their Health and Strength stats to adventurers of the same elemental type.&lt;br /&gt;
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During missions, Adventurers can shapeshift into the equipped dragon for a brief period of time after filling up their Dragon Gauge.  While in this shapeshifted form, the Adventurer will gain a new basic attack and a usable [[Skills|Skill]] which can have a variety of effects depending on the dragon.  In their shapeshifted form, Adventurers have no health bar, but instead have a yellow duration bar that decreases over time and while taking damage.  When the duration bar runs out, the Adventurer will return to their normal state and the Dragon Gauge will go on cooldown.&lt;br /&gt;
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==Quests==&lt;br /&gt;
:''See: [[Quest Mechanics]]''&lt;br /&gt;
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==Combat==&lt;br /&gt;
:''See:  [[Combat Mechanics]]''&lt;/div&gt;</summary>
		<author><name>74.96.68.88</name></author>
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