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THOH XXVIII 101: Beast Enchanters Act 2

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Welcome wonderful Wizards, Witches (with & without worts), Warlocks, Wiccans, & Werewolves!

(Today’s post is sponsored by the letter “W”)

Hope you’re ready to trick or treat because the THOH XXVIII Halloween Event has arrived in Springfield! And boy do I have some TRICKS to help TREAT you to a big jump in the Event! One key aspect introduced in the Halloween Event is Beast Enchanters.

NOTE: While this post included info/speculation about Act 3, we’ll focus on Act 2 and have a separate post for Act 3….

 

Beast Enchanter:

So in this event, similar to a few events in the past (TapBall, Superheroes, Homerpalooza come to mind), you’ll be tasked with sending characters on a secondary task.  In this case it’s Beast Enchanter.

From the Event Hub or in the top right of your screen, click on the Beast Tamer icon  to send characters to Beast Enchanter.

 

Beast Enchanter Beasts:

Beast Enchanters are conducted against various beasts in each Act. In Act 2, Beast Enchanters are conducted against Kearneymom, Wiggops, Lewd, Treestache, Burns Dragon, Crawl, and Bully-Vern.

Up to 4 characters can capture or enchant each beast and you receive 50 event currency (Fairy Dust    in Act 2) per character you send.

 

Beast Enchanter Characters:

Various characters can Beast Enchant (battle against a beast) to earn more event currency and to capture the beasts.

In Act 2, characters that can enchant include:

NOTE: Act 3 characters will be discussed in the Act 3 continuations of this post.

Initially, all beasts have the status of “wild”. You have to continuously send your characters to capture the beasts. Once the beasts have been captured and have the status “captured”, you have to continuously send your characters to enchant the beasts. Once the beasts have been enchanted and have the status “enchanted”, you’ll have the opportunity to release them.

NOTE: Another post will discuss what happens once you release the beasts, but basically it’s similar to what was mentioned in Act 1 here.

Mana Essence:

Mana is the life essence of the beasts. They have two types of mana. Wild beasts have dark mana while captured beasts have light mana.

The more frequently you send characters to capture wild beasts, the sooner their status changes to captured. Each wild beast starts with 15 dark mana . When characters are sent to capture a beast, they inflict either 0.5 dark mana (), 1 dark mana (), or 1.5 dark mana ( ) damage. Once the wild beast loses all 15 dark mana, they are fully captured.

Likewise, the more frequently you send characters to enchant captured beasts, the sooner their status changes to enchanted. Each enchanted beast starts with 0 light mana . When characters are sent to enchant a captured beast, they instill either 0.5 light mana (), 1 light mana (), or 1.5 light mana ( ) towards the beast. Once the beast fills all 15 light mana, they are fully enchanted.

Each character deals a fixed amount of damage: (NOTE: Act 3 characters have been removed and will be shown in the subsequent posts!)

Damage Characters
0.5 Mana  Wizard Lisa, Wizard Bart, Magic Act Milhouse, Unicorn Wizard, GreyStash
1 Mana  Wizard Martin, Angelica Button, the Great Raymondo
1.5 Mana  No one in Act 2

As shown above, Act 2 freemium characters deal or instill 0.5 dark or light mana. Act 2 premium characters deal or instill 1 full dark or light mana.

 

And that’s it my friends. A quick intro into capturing and enchanting beasts in preparation for releasing them….

What are your thoughts on Beast Enchanter? Have you captured any beasts yet? Have you enchanted any beasts yet? Looking forward to the post on releasing beasts? Have any tips or tricks you can share for Act 2 only? Sound off in the comments below, you know we love hearing from you!

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