• Journal of Joe

    Joe’s Journal, Volume 15

    Why is it that so many players in big clans name themselves Chest Tracker or Chest Counter? It’s kind of an odd username, and even speaking as someone who is into chests of all types, I don’t get it. But I suppose it’s better than some of the names I see in Kingdom Chat… 

    So I asked around, and it turns out that these accounts are used to encourage accountability among their members and ensure that everyone is contributing to the metrics set by the clan. Chest trackers come in many forms, but the gist of it is that the chest tracker account is opened daily, while connected to the tracking site or program, and the chests stored in the “gifts” section are automatically logged through an online tool. The tool assigns points to the value of chests and can provide insights into who is focusing on what in the clan.

    Based on the data provided, trackers can also be used to determine what level of research (therefore troops) a player has available to them and can track clan member’s game progression. A very important aspect is that it can track whether players have gotten clan chests from special shops such as Union of Triumph, Olympus, and Ragnarok. If you’re reading this, here’s your reminder to ALWAYS prioritize clan chests whenever available, as well as research books if they’re an option.

    Leaders often use the data trackers provide to help encourage continued growth and spot and correct inefficiencies. It is also helpful to be able to determine reward distribution, for clan resources and artifacts.

    Chest Trackers are sometimes converted accounts of players who have left the game, or simply a new account started and moved into your clan. It is ideal to have the account be a larger one, so that they are producing resources and can be used to distribute resources produced or collected from clan chests to the members. Though having a chest counter does take up a space in the clan, it can be an extremely useful tool for clans who have high expectations for their members.

    So there you have it! Some trackers are available for subscription, like chest tracker or total battle assistant, and others may take some more work to run properly, but all are great options for a clan that encourages fairness and participation among players.

    Thanks 275,

    Joe

    Comments Off on Joe’s Journal, Volume 15
  • Journal of Joe

    Joe’s Journal, Volume 14

    Being in a closed kingdom is much different than an open one. If you’re anything like me, I’m absolutely starved for Conquest Points (CP). I would imagine that unless you’re Royal Guard, your reserves dwindle between COTs, and you’ve just barely unlocked anything in the specialist track. I’m here to tell you that does not have to be the case, and you don’t have to wait until the Shadow City rolls in to bring those levels back up! Now you can coordinate your very own CP Run.

    A CP run involves players of two different clans, and three cities. Say you’re a hardworking player in Clan 1, who has helpful friends in Clan 2. Clan 1 players need some CP. They coordinate with Clan 2, to set up the run.

    Clan 1 elects Player A, who will be the “driver” of the CP run. You and your clan members send Player A reinforcements, with Dustan and other combat captains. Player A cannot have a shield of peace up. Player A looks at the troops in his city and feels very powerful indeed.

    A member of Clan 2 volunteers to be the “host”, player B. Player B selects a city to be the “arena” of the CP run, Player C. This is an NVC with no troops in it. Players B and C place their cities adjacent at the border of the driver’s clan for ease of access. Player B sends a single large stack of high health troops with captains that boost health, like Ramses, Sofia, Amanitore, or Skadi, to Player C as reinforcements. This is commonly done with Coraxes, but in the event that these aren’t available, battle griffons work well.

    To begin the run, Player A attacks Player C and runs into Player B’s reinforcements. Player A brings all the troops that were sent to him. Since Player B has a single stack, and Player A has tons, they kill all of Player B’s troops and send him packing, earning loads of CP for Clan 1, with minimal losses. Since Player C has no silver, nothing was lost. Player B can simply revive and send the troops back for another round. Player A runs another attack and earns loads more points!

    They continue attacking and reviving until they’ve reached ten attacks. At this point, there is a penalty on points earned from attacking the same player.. Player A sends the reinforcements home and stands on guard until he can reset his shield of peace. Clan 1 pays Player B for his trouble, usually at the rate of 1 million silver per 1 billion CP earned.  Player B takes his remaining troops back to his still protected city, and Player C simply cleans up the battle that occurred.

    In this way, players can very easily earn tons of Conquest Points, which are put to good use in upgrading your specialists or army modernization research. Please let me know if I missed anything, as I am still new to the technique!


    Thanks 275,


    Joe

  • Journal of Joe

    Joe’s Journal, Volume 13

    Joe’s Journal, Volume 13

    Let’s talk about monster citadels. I get a lot of questions on these bad boys, because they’re both challenging to defeat and don’t give you a lot of information as to whether or not you’ll be victorious. I know many of you have seen the text that states minimums regarding who and what to bring to citadels. It looks something like this:

    Elven 10: 100 E2 + ranged + flying

    Elven 15: 320 E3 + mounted + flying

    Elven 20: 800 E4 + melee + flying

    Elven 25: 3200 E5 + melee + flying

    Cursed 20: 2200 E4 + melee + flying

    Cursed 25: 7800 E5 + melee + flying

    These are great general guidelines, but so much is dependent on your captains, your research, your talents, your other bonuses. So I am going to tackle this by telling you how to effectively calculate what you’re capable of! 

    Here’s what I want you to do. Use the prior guidelines and attack a level 10 elven citadel. Please send a copious amount of troops, and three of your best battle captains. Also use the equipment and artifacts you plan to take with you for citadels. Take that thing down! Once you’re done, let’s look into the battle report. That is going to tell us what we need to know. In the report, the initial page tells you that you’ve won (I hope). It’ll show the number of troops on each side, in their stacks, as well as your captains. On the bottom you’ll see how the battle progressed. Your engineer corps attack first, always, in a siege, followed by the rest of the battle. Ideally, you’ll have taken down the walls in one hit. Note that if a stack was completely killed before attacking, it won’t get a shot in.

    The battle report has some more details in it that we should look into. Select the icon for the enemy’s walls. In a level 10 elven citadel, there are 90 walls with 30,000 health each, meaning your siege engines need to put out 2.7 million damage to take them down. If they didn’t, you’ll have seen that in the report. Check out the damage your current set up did, and compare it to the chart at the end. Additionally, you can look at your catapults to see what kind of bonuses your talents, research, and equipment add, and adjust accordingly, if you’re doing more damage than needed.

    Now let’s look at the monster types. Inside the walls you’re dealing with 5 stacks of monsters, regardless of citadel you’re hitting. To answer the question of how many troops you’ll need to bring, the absolute minimum should be able to do enough damage to kill the biggest stack of enemies. Determine that by multiplying the number of troops by their health. I also like to bring a couple extra sets just in case I am not first to strike. You’ll see the reason why specific troop types are recommended is that none of the citadels have troops that are specifically strong against flying types and many have another type that they don’t have a bonus against. Enemies don’t have a plethora of bonuses from captains or research working for them.  Now it’s just a matter of calculating the total health of each set before you go into battle, and making sure your troops can deal that or more. I’ve done a lot of the work for you here:

    Elven Level 10: Walls 2.7M, strong against melee x3 and mounted x2. You must deal 184.8K, 360K, 270K, 594K, and 467.4K damage. Bring ranged/flying troops.

    Elven Level 15: Walls 21M, strong against melee x2 and ranged x3. You must deal 1.5M, 2.97M, 2.262M, 4.599M, and 3.807M damage. Bring mounted/flying troops.

    Elven Level 20: Walls 109.5M, strong against melee x1, ranged x2, and mounted x2. You must deal 9.72M, 19.5M, 15.18M, 24.09M, and 29.52M damage. Bring flying troops.

    Elven Level 25: Walls 957M, strong against melee x1, ranged x2, and mounted x2. You must deal 70.8M, 158.4M, 192.72M, 345.6M, and 105.78M damage. Bring flying troops.

    Elven Level 30: Walls 4.05B, strong against melee x1, ranged x2, and mounted x2. You must deal 382.2M, 792M, 941.7M, 1.656B, and 516.6M damage. Bring flying for sure.

    Cursed Level 20: Walls 276M, strong against ranged x2, mounted x3. You must deal 3.132M, 6.24M, 7.92M, 9.6M, and 4.698M damage. Bring melee/flying.

    Cursed Level 25: Walls 2.325B, strong against ranged x3, mounted x2. You must deal 26.4M, 53.46M, 115.2M, 67.65M, and 34.8M damage. Bring melee/flying.

    Take this information and compare it to what you’re capable of doing against a lower level citadel. If your numbers are close, consider adjusting the captains or the amount of troops. Also, a good rule of thumb is this: if your guards aren’t the same color as the citadel, it might be out of your grasp.

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Volume 12

    Joe’s Journal, Volume 12

    Here in Total Battle, we are constantly inundated with a rotating series of events, prompting us to fulfill a variety of goals for beneficial rewards and titles. I am going to try to tackle some of these events, to give you a better idea of where you want to spend your time and energy. For this section of the article, I am going to focus on the short events, which last for about three hours and occur multiple times a day. Following these strategies will hopefully let you take an extra title or two! Keep in mind, these challenges are against the whole world of TB, so the competition will be fierce, if you want to place in one of these, you’ll need to strategize.

    Regular Decrees: This event will be impossible to place in if you have a low VIP level. At higher VIP levels, you get more daily quests and can complete them instantly. Level 15 VIP gets you 4 additional jobs, level 20 gets you 5, and level 25 VIP gets you 6 extra daily jobs. When you’re ready to roll, it all becomes a matter of feverishly clicking. My recommendation is to hop on a computer and use an auto-click program or extension so you don’t develop carpal tunnel. At the low end, you’ll need to plan to complete a couple thousand daily jobs. Based on what I have seen, the lowest participation is about 12 hours after reset. Higher quality daily jobs get you more points, but there isn’t really a way to control what jobs you’re given. At least you’ll get tons of enchantments going this route!

    Beastslayer: A short event where you get points for killing monsters! You’re probably (hopefully) doing that anyway, but now someone is finally going to recognize your hard work. Points come from the leadership of the enemy, which means that far and above the most points come from heroic monsters. You can check leadership by looking at the individual enemy troop. Additionally, there is a clan medal for killing a large number of heroic monsters during the beastslayer event. The title is nice, if you can manage it! But you’ll be hard pressed to do so.

    Castle Development: The points for this tournament come from the might reward as a result of your building upgrades. If you can strategize and wait to complete a major upgrade during this tournament, then complete a few others as well, you might stand a chance!

    Scientific Progress: See the above challenge. The points you get equal the might reward from the upgrade you complete. If you can complete a major one during this time, you might have a shot!

    Crypt Raiders: You’ll get points in this one from higher level and rarer crypts! The most will come from epics. I don’t recommend this if you can’t clear high level crypts.

    Call of Duty/Battle Training: Gain points from training troops and monsters. Again, you’ll need to be a very high level to place in these.

    Hammer and Anvil: This one I have seen points in attainable ranges. I would recommend the same strategy as during Castle Development/Scientific progress; you’ll want to make sure you have some high quality equipment ready to complete.

    Officer Academy: You can earn experience in many different ways, from achievements, monsters, and leveling troops. If you plan to compete in this tournament, I recommend saving up some achievements and completing them during this tournament.

    Wargames: This event is recognized as wartime in IKFPA, meaning that resources in other kingdoms can be attacked. If you plan to compete in this event, make sure you’ve got Ayrin ready to roll. That said, this event will be very hard to place in because you’ll likely be competing against players completing a Conquest Point (CP) Run. More on that later.

    The King’s Mercy: Please note that I do NOT recommend storing your ingots to send them off during this time. This event is not included in Wartime events in IKFPA, so if you plan to participate, send from your city and maybe you’ll get lucky and have this event coincide with COT or KVK, where you can easily obtain a lot of ingots through city attacks.

    Capital Challenge: Pretty straightforward, you’ll be sending resources to your clan buildings. Notably, there is a clan medal for accomplishing this, so consider coordinating with your team to send a lot of resources at one time!

    The Quest for Chests: Note that you have to open the chests that you obtain! Rarer chests provide more points in this challenge.

    Power Points: Gain VIP points! You can get these from purchases, offers, or chests.

    Tar Mastery: This is not a PVP event in IKFPA. You’ll get points from obtaining tar in many different ways.

    Blessing of the Gods: Revive troops to get points! Keep in mind that as your temple levels, revival costs get cheaper!

    War Tools: This is a PVP event in other kingdoms, meaning you can attack other kingdom’s resource gathering locations, to score points. You can also mine your own resources during this time, to get points. If you’re hoping to place in this event, this would be a good one to coordinate with your friends in other clans. If you can collaborate to hit them off of resource points, you can score a fair amount of points.

    Gold Rush: This event doesn’t say that stolen gold counts for points, but it is a wartime event in other kingdoms. Obtain gold in any way to score points. Most players will win this with well-timed purchases.

    Silver Rush: This event will give you points for stealing other player’s silver, or, of course, by obtaining it amiably. A great way I can think of to rank in this event is to coordinate with a friend in another clan while you or they have a lot of silver. Steal that silver in either direction a couple times for a wild amount of points! Keep in mind you will be competing against giant interkingdom raiders.

    Good luck on these events! I hope to see a cornucopia of titles after each of your names!

    Thanks 275,
    Joe

  • Journal of Joe

    Joe’s Journal, Volume 11

    Joe’s Journal, Volume 11

    I think you are all so very talented and special in your own way. That said, some of you just need a little nudge to use your talents responsibly. As your hero levels up, you get to place talent points in areas related to combat prowess, economics, and archaeology (crypting). When your hero reaches certain levels, additional tiers of these bonuses are unlocked. These points can do great things for your efficiency, and I recommend selecting areas that best fit your playstyle. For example, I like to lose my troops against epic monsters so I have a lot of points in strength bonuses.

    I can’t recommend what areas you put your points in, but I can give you some advice. One of the most important things I can tell you is that the bonuses you get from the higher tier of an upgrade (say guardsmen’s strength III) is more lucrative than the bonuses you get from the lower tiers. So if you were to look at my upgrade tree, you would see just a single point in the upper sections, and bottom sections filled to the brim. Also, the bonuses in section “Expert Battle Tactics” are more powerful than the ones in regular “Battle Tactics”. 

    Another important thing to note, and this one goes for research as well, is that the higher levels of an upgrade give a larger improvement. The difference between level one and two may yield 0.5 percent, but between level nineteen and twenty we are looking at an increase of multiple points! So if you are looking for the best investment, look at maxing out the upgrades as far down as you can go.

    I know that in many areas of this game, diversification is rewarded, but this is not the case in talent point allocation. If you have some, it may be worth resetting your talent points when you reach the next upgrade tier, meaning hero level. Take your points of out the lower level upgrades and fill the upgrades from the lowest (most powerful) places.

    I should also note that there are some upgrades I don’t put my points in, and feel free to weigh in to correct me on this, but resource production never seems to be adequate for my needs no matter where I place my city or allocate my points. I also avoid marching speed. I figure if I needed to I would use a speed up. I also figure that if I am caravanning, I will be able to commit more than one caravan, so I haven’t invested any points into caravan capacity. 

    That said, feel free to recommend me to outlaw status if I have led you astray!

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Volume 10

    Total Battle can be extremely fun and rewarding as a free to play player, but it does offer some very enticing deals. If you can’t tell by my VIP level (the number in the gold crown by my name), I have put a pretty penny down myself. I don’t want to shill for them, and I have no affiliations, my entire goal is to simply improve the gameplay of K275 because I think this is the best kingdom. If you are going to put some money into it, here are my recommendations to get the best bang for your buck.

    Total Development: This pack is only available at the very beginning of the game, but can help you soar ahead if it is still available to you. With it, you are able to complete any process instantly, with no speed ups needed. It only lasts for a short amount of time, however, and will end if your hero reaches level 20, so use it early if you can!

    Gold Passes: The triumphant challenge, which lasts for 30 days, offers a gold pass that gives you rewards as you level up in the event. Compared to other offers, these are a major deal. They frequently come with hundreds of thousands of gold, potions, and mercenaries. Additionally, the triumphant passes come with increased access to the “triumphant shop”. Make sure you use bonuses and coins before the pass time period expires, or you will lose everything. Along with the triumphant shop, the gold passes allow you to access the shop in your clan’s “Union of Triumph”. These rewards are twofold. They provide union tokens which provide whole-clan bonuses and union coins which can be used to purchase individual bonuses. Again, make sure you spend these before the gold pass expires! One of the first rewards you get is a Mimic Key, use this early with your clan to increase the level of union coins in your clan.

    Special Event Passes: Special events occur sometimes in the game, and offer passes similar to the triumphant gold pass, in that you unlock rewards as you level up. I find these to be quite often a great deal as well. During the winter event (with the snowmen) I was able to get many billions of valor points. These do not come with an associated shop, but often do include special mercenaries.

    Pop-up Offers: Sometimes, before you start the game, you’ll get a pop-up window. I know what we think about pop-ups, but I am here to tell you that these ones aren’t all bad. Keep an eye out for offers that include a multiplier in their title. These are the ones that I find myself buying because they are more lucrative than a standard offer.

    Limited Offers: After you buy something other than a pack in the triumphant challenge, you will get a limited time offer with a multiplier associated. These offers are random and could be quite pricey, but they can also reward you well if you have the ability to buy multiple things in a short period.

    Triumphant/Special Pass Sales: This is where I often find some of the best deals in the game. At the top of the triumphant event page, there is a section for “Sales”, all of which have multipliers. With each purchase you also get a second free deal, usually with tar, potions, or resources. The only drawback is that you have to buy them in order, so if there is a deal you want lower down (Hercules), you’ll have to buy from the top.

    Olympus: I hear there are passes for Olympus, but as this hasn’t happened yet in our kingdom, I will have to update with my opinion later on.

    Those are the best deals I have found! If I missed anything, build me a gold mine and I’ll know I messed up.

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Volume 9

    Joe’s Journal, Volume 9

    Let’s talk monsters. You’ve seen them, you’ve fought them, and hopefully you’ve beaten them. Monsters, like crypts, are not protected by clan areas, though if you see someone having already started either, you may not want to begin that assault. Not cool, respect other’s hard work! Monsters will not heal from the damage you deal them, so if at first you don’t succeed, try try again.

    Anytime before you face a monster, check and see the troops in it. If you find one that has no strengths against a certain troop type, consider taking a solid force of that type, to minimize losses. There are too many varieties of troops on the map, so I won’t list the recommended troop type per level per enemy type here.

    Monsters come in many varieties. Common monsters on the map require a single captain to fight, and yield personal rewards. Per level, they are also the easiest of the varieties touched on here, and you will want to take your solid fighting captains, such as Aydae, to conquer them. Common monsters will put up a fight but you are able to see your projected losses.

    Rare monsters are a little more difficult to defeat. You’ll need to take your hero, so luckily you can equip them with six different bonuses, but the enemies tend to have more stacks. You will be rewarded appropriately though. These monsters will also let you see their projected damage, so plan accordingly.

    Citadels are special monsters on the map, and to take them down you need to bring some catapults. You can also bring your captains AND hero for these fights, so put on your gear for all the extra bonuses! I have often seen recommended troops posted, and these are good recommendations. For elven citadels, you will get a key for unlocking rare crypts of the same level as the citadel, and for cursed citadels, you will get master coins for equipment crafting. Note that for triumphant challenges, citadels DO count as elven or cursed monsters.

    Herioic monsters are the next variety. These are extremely tough monsters, and as a reward you will get building materials to use for clan building upgrades. Heroic monsters have a TON of stacks, but to beat them you can use your clanmates troops if they have sent them to you as reinforcements. To do so, select “attack with reinforcements” when you make your troop selection. All participating fighters get a share of the rewards. Beating heroic monsters gives your clan a chest, BUT they do not provide armor fragments which are required for valorant missions in the triumphant.

    The last group is epic monsters. These guys will kill all your troops 99.9% of the time, but are still totally worth it for the rewards they give you. Epic monsters give you a variety of rewards, based on their type which I will explain in another post. My best tip for epic monsters is to focus solely on strength, and not health. This is why Cleopatra is such a favored choice for epic battles. As your troops will die anyway, it makes sense to focus your impact on strength, with your gear, heroes, and artifacts. If you manage to kill an epic monster, you and your clan will be rewarded with some fantastic chests.

    These are about all the monsters I can think of! So if I missed anything, give me a shout out!

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Special Edition

    I promised I would write something up on this, and now I have some practical experience in the technique… Pocket Forts! The term comes from having a fort in your back pocket, to bring out at just the opportune moment. With this technique, you can save yourself and your clan a massive headache, if attackers from outside the clan decide they want to test your mettle.

    Having your clan capital attacked, as I am sure you can imagine, is a bummer. Enemies can steal the resources you have stockpiled there through such an attack. The capital cannot be attacked, however, while the clan still has forts standing. Forts can be attacked at any time, and when they are attacked, they go into “Conflagration” status which means they cannot be rebuilt for 40 hours. When the last fort is destroyed, a shield will appear over the clan capital, which lasts for 20 hours.

    I am sure you can do the math on that one. If your forts are destroyed quickly, your clan capital could be unprotected for up to 20 hours! But here’s my tip for you; don’t build all your forts. If you have 4 forts available to you, have three built and save the other one in your pocket, for that rainy day. When you do lose your three forts, set a timer for the end of your shield over your clan capital, and build your last fort as soon as the shield drops. The enemy (who has surely been waiting for this moment) will not be able to attack the capital because lo and behold, you have another fort there protecting it! If they are to destroy this one, you get another twenty hours on your clan capital’s shield. But wouldn’t it be better to put that fort right back in your pocket?

    Now doing this requires some finesse. You won’t want to be stuck without clan speed-ups trying to build your pocket fort while your capital is unprotected. You also will need to “recharge” your capital’s shield using food. But the real tricky part is the timing. After that shield drops, but before your clan capital is attacked, you will want to make sure the fort is built. Then you’ll recharge the shield, quickly after that, demolish the newly built fort and have an ally attack an already burning fort to restart the shield timer. This needs to be done in quick succession, and if done correctly you could have infinite protection of your capital!

    TLDR: Pocket Forts! Keep your last fort ready to be built. Once all other forts are burning, wait the 20 hours until your capital shield drops. Build the pocket fort. Recharge the capital shield. Demolish the pocket fort. Have an allied non-clan member attack a burning fort.

    If I missed anything, please name your dragon your message to me and I will make sure to update based on your feedback!

    Thanks 275,


    Joe

  • Journal of Joe

    Joe’s Journal, Volume 8

    CAPTAIN SELECTION CHEAT SHEET!

    So you’ve decided to do something. Great choice. Follow this guide to make sure that what you’re doing makes sense.

     Step 1. The captain. If this is a task for a captain, make sure that your captain choice aligns with what you’re doing. Carter for crypts, Aydae for common monsters, Stror for gathering, Cleopatra for epic monsters, etc.

    Step 2. The equipment. Choose or craft equipment that complements the task, as well as the specific bonuses of the captain you’ve selected. Tomb Raider for Carter, Guardsmen’s Courage for Aydae, Swift Wayfarer for Stror, Warrior of Ragnarok for Cleopatra, etc.

    Step 3. The gems. Socket gems for the same purpose on the gear you’ve selected, to make sure that they are as efficient as possible. Amber for Carter, n/a for Stror (but I use Tiger’s Eye), Tourmaline for Aydae, Tourmaline or Cyanite (if you have it) for Cleopatra, etc.

    Step 4. The troops. Depending on the monster you are fighting, you will want to be selective of your troops. In this order, prioritize troops: troops that have a bonus against what you are fighting, and are not the type that the enemy has bonuses against – troops that enemies do not have bonuses against – troops that have a bonus against what you are fighting – other troops to increase your number of stacks and soak up damage.

    Step 5. The bonuses. If you’re doing something big, consider activating personal bonuses. Experience point bonuses for everything. Valor Point bonuses for fighting monsters. Conquest Point bonuses if you’re hitting another player.

    That said, if you’re feeling like trying your hand at a little “Farm Simulator” and leaving your captains idle in the city, the best ones to do that with are those equipped with your highest level “Honored Ruler” gear, with appropriate gems and enchantments on them. Note that only Carter and Helen have passive bonuses for capacity/production, and are good candidates for this position.

    If that is too long of a cheat sheet, here’s one that can be copied in a single message:

    Captain Selection Cheat Sheet!

    1. Pick a captain with an applicable bonus
    2. Put them in gear with a bonus that complements their mission
    3. Enchant and socket gems in the gear that complements the bonuses
    4. Choose appropriate troops based on their strengths and the strengths of your targets
    5. Activate personal bonuses 

    If you think I’m missing something, start a new clan and name it “Joe Sucks”. If it gets some traction I’ll try to be better. 

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Volume 7

    We all love bonuses, don’t we? Let me tell you what’s better than putting equipment, which provides bonuses, on your captains, that give you bonuses, after you’ve researched bonuses and applied your talent points to get more bonuses. You guessed it, it’s more bonuses. Today we will be looking at gems and enchantments, two more ways to get yourself some more of those sweet, sweet bonuses. 

    Gems are the first item that can be used to boost your equipment by socketing it onto your gear. They are obtained from rare crypts, or can be crafted in the forge. To craft gems, you will need to disenchant (destroy) others to obtain sufficient “Flickering Dust”. Then you’ll want to socket these gems onto equipment that provides the same or similar bonuses. I recommend this because you have access to so many captains, it is wise to specialize to combine bonuses and be as efficient as possible. You will waste tar sending Cleopatra crypting.

    Be intentional about what gems you place onto which equipment, because to remove gems you will need to use “Jeweler’s Pincer’s” of sufficient rarity. You will then be able to keep the gem. Because Jeweler’s Pincers are only available in rare (blue) or higher quality, I would encourage you to prioritize higher level gems on your equipment. I would also follow the same rules that I do for equipment; crafting/socketing with the best resources you have, and using that to work your way up. I try to craft one set every other rarity that is available to me.

    Enchantments operate similarly to gems, in that each piece of equipment can benefit from a single enchantment to make it even more powerful. Enchantments can be bought from the store for $$$ or they are obtained from daily tasks. You will want to enchant gear that provides the same or similar bonuses to that of the enchantments. Enchantments can be removed from any equipment, however, they cannot be saved in the process! Like all materials and gems, they can be combined to make ones of higher quality.

    Please note that Cyanite and Monster Slayer, the gem and enchantment for epic monster strength respectively, can only be obtained from Seasonal Kingdom rewards.

    That’s all I can think of on this topic. Please keep posted for more! I don’t know a lot, but what I do know I plan to share. If you find something glaring that I missed, please type out your country’s national anthem into the K275 TAVERN chat.

    Thanks 275,

    Joe

  • Journal of Joe

    Joe’s Journal, Volume 6

    Let’s talk about equipment. Your hero can be equipped with six items while each hero can handle three. I so often see players neglecting to place the appropriate equipment on their heroes and captains to amplify their abilities. Doing so is a mistake, let me tell you! Dress them up and watch your bonuses stack!

    To craft equipment, you will need the materials, coins, and like all good things, time. Try and pick equipment that matches what the captains already provide, so that you can specialize and swap captains to perform different tasks as necessary. For example, put all your best crypting gear on Carter, and your best resource gathering gear on Stror. Avoid putting resource gathering gear on your hero, and reconsider crypting gear unless you are going solely for the tar production bonus that they provide. 

    A good suggestion on timing of gear-making is to make the best crypting gear you can right now, then use that to provide you with other materials, and work your way up. I try to make a set every other rarity possible, so that I am still conserving what materials I can get. Don’t forget that rarer crypts provide you with higher quality materials.

    Standard equipment, the first section in the workshop, is created with silver and materials found in common, rare, and epic crypts. You can get higher quality gear from higher quality crypts. I recommend saving your rare and epic tar until you can crypt with high efficiency. A hint is to take note of which type of crypt provides the resource you need, and prioritize those. Of note in the standard equipment section is the Honored Ruler gear, which improves your production rate, a great set of equipment to wear when you are away and your captains are idle in the city. 

    The unique equipment in the second section provides more diverse and powerful bonuses. These are created using “Master Coins” earned from destroying Cursed Citadels. Their materials are also earned solely from exploring epic crypts. It might be wise to wait on creating these until you are more advanced. Of note in this section is the Omniscience set, which aids both march speed and crypt efficiency. 

    Tournament equipment is the next set that is also created with Master Coins, and materials from epic crypts. These items require a special material as well, tournament trophies, which act the same as other materials but can only be obtained as a reward from the Conqueror’s Revival Event, which occurs concurrently with player versus player events. Each of these items are very powerful, and worth your attention when you are able.

    The Ragnarok equipment is a unique set, crafted with the rune stones purchased from the Ragnarok shop. Remember that the shop is available even outside of the event, and can be found at the bottom of the event page at any time. 

    The Immortal Warrior set of equipment, rewarded through the guardsmen trials, is another unique set. Notable about these is that unless you’re playing ten years from now you likely won’t ever have to dismantle it.

    The last unique piece of equipment is The Burning Crown, unlocked as a reward for completing the intro to the game. This piece of equipment is notable in that it is the only item that boosts troop training speed. When/if you lose this item, you will never be able to get it back. Stop using it for combat before it is gone for good!

    Equipment is created using silver or Master Coins. All equipment is repaired and dismantled using silver. Items lose durability when they are used in a battle, and each time they are repaired, their maximum durability is reduced. This means that at a certain point, you will be spending silver to repair every few times you use it, so you may want to consider using other items. Dismantling will allow you to recoup one of the materials involved in its creation.

    This is a good time to state that in this game, multiple instances of bonuses are applied at a single time. 100 strength with a 50% boost is 150, but if you have a second 50% boost the total will be 200, not 225. Still a good idea to combine multiple sources to have a higher bonus!

    If you note something that I missed, please let me know by attacking me with a single S1 and I will update it!


    Thanks 275,

    Joe