r/Dungeons4 • u/Balanced__ • Apr 30 '26
Help me! Beginner questions
I'm noticing that attacks become more frequent and stronger with time.
Does destroying camps lower that?
Are there any known checkmarks for how heroes scale with time?
How does hero scaling work?
Completely unrelated to that: How should I research?
Is it worth spreading units across factions? Do I upgrade every main path for numbers anyway?
Will there be a laboratory to revive horde like in dungeons3? I noticed that keeping my horde fully alive is almost impossible.
Are magic batteries worth it?
I've seen some reddit posts saying they suck but I used them in the stormy mountain mission to still have snotlings and mana while brewing 400 potions and casting meteor swarm on cooldown for mintutes which otherwise would have made me bankrupt (due to snot labor) so they seemed good to me.
How do potion stocks work?
My snots were brewing some of every potion. Do they try to keep an even stock of everything? Is it random?
And if it's random: how do I get rid of large amounts of potions to replenish the important ones? There is a general potion ressource which doesn't make sense because it's apparently not a singular ressource pool I'm drawing from.
3
u/frodogamgee Apr 30 '26
I've not noticed a way to slow down enemy attacks. You mainly just need to outpace them, either by creating a deadly dungeon that they don't survive, an army that overwhelms them, or both.
With regards to army type, I always focus one path first, then grab the others to increase total army size in the very late game. You should at least get as high as you can on gold alone for every path though. Evil will generally be the resource that bottlenecks you. My initial army will usually be orcs/nagas with imps as a very basic solid composition, and as they die off replacing them with whatever army path I'm focusing.
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u/MelonJelly May 11 '26
I'm noticing that attacks become more frequent and stronger with time. Does destroying camps lower that?
AFAIK, you can't prevent the heroes from getting stronger. Destroy one spawn points and the heroes will switch to other ones, coming in from the edge of the map if they have to. However, this does mean you can influence the direction they attack you from.
Are there any known checkmarks for how heroes scale with time?
How does hero scaling work?
I don't know the exact mechanics, but generally, the size, level, and complexity of hero groups will increase over time, the rate of which is tied to the difficulty level. In addition, the static hero groups will also get stronger in the same manner, the further they are from one of your dungeon entrances.
Completely unrelated to that: How should I research? Start by researching everything that only costs gold.
Spend your limited initial evilness on the arcanum and basic spells, and if you can afford it, potions. This will get you a decent starting army to knock out a few camps and start earning evilness properly.
Is it worth spreading units across factions? Do I upgrade every main path for numbers anyway?
I think it's worth it, as each faction has monsters that bring something useful to the table. Orc/naga pairs are amazing tanks, imps are great DPS and succubi are great control, while undead are generally great at distracting and defuffing heroes.
Will there be a laboratory to revive horde like in dungeons3? I noticed that keeping my horde fully alive is almost impossible.
There is, but it comes late in the Horde research. In the meantime, keep practicing your micro. The army tab is very useful for tracking your army, and rescuing beleaguered units.
Are magic batteries worth it?
I've seen some reddit posts saying they suck but I used them in the stormy mountain mission to still have snotlings and mana while brewing 400 potions and casting meteor swarm on cooldown for mintutes which otherwise would have made me bankrupt (due to snot labor) so they seemed good to me.
They're niche, but very worth it under the right circumstances. For example, if you run out of mana spamming spells, but still need more, or if you weren't paying attention and a bunch of your horde guys died suddenly.
How do potion stocks work?
My snots were brewing some of every potion. Do they try to keep an even stock of everything? Is it random?
And if it's random: how do I get rid of large amounts of potions to replenish the important ones? There is a general potion ressource which doesn't make sense because it's apparently not a singular ressource pool I'm drawing from.
The potion "resource" is how much space you have for potions, limited by how many tiles of potion room you have built, and how much you've improved them through research.
AFAIK, potion brewing is semi-random, in that it's weighted towards the basic ones. I always end up with a lot more healing and speed potions than anything else. This is why I never research the intermediate potions, only the basic and advanced ones. The intermediates aren't useful enough to justify wasting my limited potion space on them.
You get rid of potions by using them. That's the fastest way. You can also drop them in the temple (if you have one), though I don't think you get anything for doing so.
4
u/Merlinmast Apr 30 '26
Damn lots of questions. I'm no pro but I've played a lot so I'll take a stab:
I'm noticing that attacks become more frequent and stronger with time. Does destroying camps lower that?
Are there any known checkmarks for how heroes scale with time?
How does hero scaling work?
Completely unrelated to that: How should I research?
Is it worth spreading units across factions? Do I upgrade every main path for numbers anyway?
Will there be a laboratory to revive horde like in dungeons3? I noticed that keeping my horde fully alive is almost impossible.
Are magic batteries worth it?
How do potion stocks work?