spellcasters guide

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For some time, we had 4 troop types,

Troop Types

• Infantry: Supply Troops, Militiamen, Scouts, Pike men, Swordsmen, Blood thorn,

Executioner, Halberdier, Saboteur, Duelist, Foot Soldier

• Horsed: Cavalry, Heavy Cavalry, Hussar, Sidhe Corruptor, Dragoon

• Ranged: Archers, Flame Archers, Long Bowman

• Siege: Wagons, Ballista, Battering Rams, Catapults, Siege Wall, Onagers.

And a new troop type was added, consisting sofar of 6 new troops;

Spell Casters:

• Shield Sorcerer, (trainable troop)

• Toxic Conjurer, (trainable troop)

• Soul Stealer, (Rare troop)

• Plague Doctor (Rare troop)

• Swamp Witches (Rare troop)

• Rot Familiars, (trainable troop)

• Null Mages (Rare troop)

• New SpellCaster coming up • A New Spellcaster that uses its powers to weaken the enemy’s archer units. We believe

this will add more strategy to player troop choices.

“The SpellCasters participate in normal combat, but what makes them stand apart is

that each type of Spellcaster has a special skill unique to that unit type. Information

of what each unit does can be found in the Barracks and on the Reports after battles.

Each Spellcaster type will have a symbol with its information indicating whether

that unit buffs your army, debuffs the enemy army, or attacks on its own”.

“Buffs Your Army”

“Attacks on its own”

“Debuffs the enemy Army”

* SpellCasters are designed to help your existing units to either cover their

weaknesses or add to their strengths. A Spellcaster on its own will be easily

defeated, but pairing your SpellCasters with the right units will give you a

formidable army.

* The strength of each SpellCasters unique ability is determined by one of the

SpellCasters stats and by the SpellCasters Spell Power stat.

(example)

* They receive Champion boosts, the same as the existing units.

* They receive general Throne Room boosts, but not the existing class boosts.

Spellcaster class-specific Throne Room buffs have been added. It is now possible to

have Throne Room items with Spellcaster Attack, Defense, Life, Combat Speed,

Range, and Spell Power buffs and debuffs. These Throne Room buffs act the same

as the existing Infantry, Ranged, Horsed, or Siege-specific buffs. These new buffs

have been added to TR items and Uniques.

* SpellCasters will participate in Dark Forest combat, but the sinister forces there

will suppress the SpellCasters’ magic’s. (So not worth it to use for DF’ing)

* The more SpellCasters you send into a battle, the stronger their magic will be.

When attacking, you have to balance how many regular units you bring with how

many SpellCasters you bring, but on defense, it’s wise to use as many SpellCasters

as you can.

* The modifiers are different for each Spellcaster but consistent for all players (so

a Plague Doctor has a different modifier than a Soul Stealer, but every Plague

Doctor for every player has the same modifier).

SpellCasters in the Range(d) Troop Priority List

01- Spell Shield

02- Sidhe Corruptor

03- Siege Walls

04- Greek Fire

05- Wall Mounted X-Bows

06- Catapult

07- Heavy Onagers

08- Ballista

09- Trebuchet

10- Toxic Conjurer

11- Swamp Witches

12- Archer

13- Flame Archer

14- Long Bow Man

15- Plague Doctor

16- Scout

17- Null Mage

18- Hussar

19- Cavalry

20- Heavy Cavalry

21- Dragoon

22- Soul Stealer

23- Pike man

24- Halberdier

25- Militiaman

26- Swordsman

27- Battering Ram

28- Supply Wagon

29- Supply Troop

30- Executioner

31- Duelists

32- Foot soldier

33- Blood thorn

34- Shield Sorcerer

35- Rot Familiar

36- Saboteur

37- Caltrops

38- Spikes

39- Defensive Tower

40- Redoubt Tower

41- Wall

• Shield Sorcerers are at the

end (with the shield itself up

front to absorb damage while

it's still in action).

• Max damage shields 30

Billion

Shield Sorcerer

Shield Sorcerers - The Shield Sorcerers create a magical shield at the start of combat. This

barrier will absorb all damage and protect your army until the enemy forces destroy your

shield.

The strength of the shield is determined by how many Shield Sorcerers you bring into battle,

your Shield Sorcerers’ Defense stat, and your Shield Sorcerers’ Spell Power stat. The higher

your stats, the more damage the shield can absorb.

After creating the shield, the Shield Sorcerers enter combat and fight alongside the rest of your

army.

Shield Sorcerers pair well with units with high Combat Speed or Defense against Ranged units,

allowing your army to close the gap in Range while taking less damage.

Fact Sheet:

• Can be trained if you have a level 10 alchemy lab (par city) and a level 10

barrack

• Shield Sorcerers can absorb max 30 billion damage.

“The Shield Sorcerers protected your troops from 30,000,000,000 damage this

battle.”

• SpellPower & Defense are the stats that affect shields. Sacrifice Boosts both. • Best to use with following stats in a TR Preset:

1) Defense

2) Combat Speed buff

3) Accuracy buff

4) SpellPower (important)

• Mix SoulStealers with Shield Sorcerers. Each alone are quite weak by themselves and

they will better use both of their max potentials if they are paired. •

Firstly, their base stats are affected by the blood lust selection in a fey city

therefore treated in this instance as an infantry troop (attack [+50%], life [-

25%], CS speed [+50%]) (However they do not benefit from or are affected by

infantry TR stats) • Troop priority list: Shield Sorcerers are at the end (with the shield itself up

front to absorb damage while it's still in action)

• Base Formula: Shield Health= (Number of Shield Sorcerers entering the

battle) *(Caster's Defense/Modifier) *(Casters’ base Spell Power*TR Spell

Power boost)

• Shield Health= (Number of Shield Casters) *(Caster's Defense/350) *(Casters’

base Spell Power*TR Spell Power boost)

• Shield Sorcerers will be really dangerous if you have besides Spell Power

Enough Defense & Accuracy Debuff.

Soul Stealers

Soul Stealers - The Soul Stealers sap the Life of enemies they attack to heal

members of their own ranks.

The amount of Soul Stealers that can be healed or revived is determined by the

amount of damage the Soul Stealers do that turn and their Spell Power stat. The

more damage they do in a turn; the more Life they get back.

Soul Stealers make for a good defensive line for your slower or Ranged fighters.

Fact Sheet:

• Is a RARE troop, cannot be trained? You need to obtain in troop box

promotions.

• It Only takes 50k to take a battle to 100 rounds unless you debuff spell

power.

• with enough spell power the Soul Stealer goes 100 rounds IF they can hit

something ... if ranged type troops hit them before they simply die.

• Souls Stealers are the “Achilles heel” for people defending Full City if used

correctly. • Mix Soul Stealers with Shield Sorcerers. Each alone are quite weak by themselves and

they will better use both of their max potentials if they are paired.

• Troop priority list: Soul Stealers are around the middle of the list.

• Base Formula: Soul Stealers:

• Health Returned per round= (Damage done that round/ Modifier)

*(Casters’ base Spell Power*TR boost)

• Soul Stealers can't heal themselves for more than their max Health.

• Here's the example from the design document (it's an extreme example to

explain the functionality, so don't get too hung up on the specific numbers):

The healing should resolve on the same turn as the attacking. So if a Soul

Stealer has 10 Life left, attacks and should be awarded 100 Life from the

spell, and the enemy attacks and does 30 damage, the Caster is still alive. The

Soul Stealer would have the 10 Life it started with plus the 100 Life from the

spell then minus the 30 from the enemy attack, for 80 Life left after that

round.

• Soul Stealers are really Dangerous if you have besides Spell Power, Combat

Speed, Accuracy & Attack.

Toxic Conjurer

The Toxic Conjurers use acidic bombs to attack your enemies from a distance. They

have Range similar to an Archer but fight like an Infantry unit. Their magic adds

extra Attack to their acid, with the damage bonus determined based on the Casters’

Life and Spell Power. Toxic Conjurers make for a good addition to your Ranged

ranks since the Casters also fight at a distance. They will attack the units closest to

your Ranged lines, while your Archers attack the enemies in the distance.

Fact Sheet:

• Can be trained if you have a level 10 alchemy lab (par city) and a level 10

barrack.

• Very effective to mix them with ranged troops due to their own range.

• Troop priority list: Toxics are near the front of the list.

• It might be helpful to think of the Toxic Conjurer's spell as a

second hit. The unit hits the enemy normally and then does a second hit

with the spell. So if your spell equation comes to "100", it's like you're

hitting the enemy again with a unit with 100 Attack. It doesn't just add the

spell damage on top of your normal hit. So if your Conjurer has 200 attack

and a spell of 100, you're doing a hit at 200 and another hit at 100, not a hit

at 300.

• Base Formula: Toxic Conjurers:

• Bonus Attack = (Caster's Life/Modifier) *(Casters’ base Spell Power*TR

boost) • Toxic Conjurers will be really dangerous if you have besides Spell Power

Enough Life & Accuracy.

Plague Doctor

The Plague Doctors use their skills in medicine and magic to poison your enemies.

Every time a Plague Doctor attacks an enemy, the enemy will have its maximum

Life reduced. The amount of Life the enemy troop loses is based on the number of

Plague Doctors fighting and the Casters’ Attack and Spell Power stats. Surviving

enemies will be healed upon returning back to their Castle. The Plague Doctors’

poison takes multiple rounds to be completely effective, so they pair well with

defensive units that can block the enemy and allow your Casters to continuously

attack the opposing forces. Since Plague Doctors are reducing Life, they are

especially useful against Soul Stealers and Shield Sorcerers.

Troop Rebalance

10-20-201620

Changes:

Life increases from 1800 to 2000

Range increases from 900 to 1300

Fact Sheet:

• Since Plague Doctors are reducing Life, they are especially useful against

Soul Stealers and Shield Sorcerers. Plague Doctors are the counter unit

against Soul Stealers & Shields.

• They Can Not be trained, as they are classified as RARE troops, you can get

them from boxes, special promotions, etc.

• Troop priority list: Plague Doctors are after Ranged Troops

• For the Plague Doctors, you're applying the maximum Health reduction to

the entire stack of enemies you're attacking. So if you have 500 Plague

Doctors attacking 1000 Cavalry, all 1000 Cavalry will lose a bit of maximum

Health.

• Base Formula: Plague Doctors:

• Health Reduction Per Turn Attacking = (Number of Plague Doctors

Attacking) *(Caster’s Attack/Modifier) *(Casters’ base Spell Power*TR

boost)

• They can reduce a unit's max Health down to 1, but you have to actually be

able to deliver the damage to kill the unit.

• Toxic Conjurer modifier is 2500.

• Plague Doctors are particular; they are really Powerful combined with Toxic

Conjurers. (But easily defeated by opposite Range(d) Troops)

Swamp Witch

Swamp Witches use their magic’s to turn the battlefield into a swamp to

slow down enemy troops while leaving your own army unaffected.

The effect of the Mire on the enemy troop is based on the number of

Swamp Witches fighting and the Casters’ Combat Speed and Spell Power

stats. The more Swamp Witches you summon to fight together the greater

& stronger the Mire Effect will be. However, the enemy will never be Mired

down completely! For the Witches to be completely effective they need to

be protected by the shield of the other Caster and be paired with other units

that can hit the enemy from afar. If you can lead their battles with a

Champion that favors the Swamp Witches trades, you can effectively Mire

the battlefield.

Fact Sheet:

• Mire - a stretch of swampy or boggy ground. Difficult to cross slowing

you down.

• The Witches are variables, meaning the lesser, the lesser the effect, the

more you use, the stronger the effect.

• In example, 100 units will get you -0.03% effect. As to where 200k can

create a 68% speed reduction. (Mire)

• You need High SpellPower and CS buffs (general or SpellCaster

specific) and a considerable number for them to be effective.

• To Maximize the CS effect and thus create the Mire effect you need a

(winning) champion with CS buff. (at least 100 CS Buff).

• Total Speed Reduction = (Number of Swamp Witches alive)

*((Combat Speed+Champion Modifier)/a special modifier number)

*(Casters’ base Spell Power+Champion Modifier)

• For sure the effect can never be 100% as this would Mire down the

opponent’s troops completely.

• Highest I have created thus far is 90%. (The Cap)

Rot Familiar

A new Troop type has arrived from the Dark realms of Camelot! The all new Rot Familiar!

The Rot Familiars use their spell magic to sap the spirit of their enemies. In small

numbers, they are ineffective, but in large groups they can sap effectively!

Using a large amount of Rot Familiars with high SpellPower and Attack buffs will yield

the best results. High attack items like Savage Rage, Savage Attack (item to be released)

Blood Frenzy and Blood Fury will favor the Rot Familiars greatly. A Champion that favors

the Sap effect will boost their effect as well.

The Rot Familiars Sap can never lower the enemy below the Defense debuff Cap. The Rot

Familiar functions differently than the Swamp Witches. Where the Witches slow less and

less as the battle goes on (because they are dying off), the Rot Familiars power stacks

each round. So if you lower everyone's Defense by 10 one round and the Familiars all die

off, then next round the enemies Defense is still lowered by 10.

The Rot Familiar can be trained by any Faction City provided you meet the training

requirements.

Fact Sheet:

• The Rot Familiars are variables, meaning the lesser, the lesser the effect,

the more you use, the stronger the effect.

• To Maximize the Sap effect and thus create the Defense debuff effect

you need a (winning) champion with Attack buff.

• Rot Familiars power stacks each round. So if you lower everyone's

Defense by 10 one round and the Familiars all die off, then next round

the enemies Defense is still lowered by 10. •

Defense Reduced per turn = (Number of Rot Familiars

attacking)*(Attack/ a special modifier number) *(Casters’ base

Spell Power)

• With the Champion Hall stats that can affect Spell Power, the formula

would change to:

• Defense Reduced per turn = (Number of Familiars

attacking)*((Attack+Champion Boost)/ a special modifier number)

*(Casters’ base Spell Power+Champion Boost)

• Highest I have created thus far is 906.914.11

Null Mage

This is a medium range, high speed unit that uses its powers to reduce enemy

units SpellPower.

There is a formula that determines how much of the enemy troops SpellPower is

reduced. This reduction occurs as a percentage rather than a raw number.

The Formula is as follows. 20% is based off of Defense and 80% is based off of

Spell Power. This means, if Null Mage has max Spell power from TR boosts (300

Base SP + 5000% TR boost - 15300) or higher, then they will reduce the enemy

Spell Power by 80%. And then if they have, “Max” Defense (90 base Def + 5000%

TR Boost-4590) or higher, then they will reduce the enemy Spell Power by 20%. So

you will need to have both of these stats at their “max” to have the full 100% effect.

Max stats refers to their base stats with max TR boost. With Champ stats you can

go well higher than the normal max of defense.

Fact Sheet:

• So based on this formula, if for example your Null Mage has 6000

SpellPower, it will reduce the enemy troops SpellPower by (15300x80)/6000

SpellPower. This amounts to around 31% reduction.

• The same way if your Null Mage has 3000 defense it will reduce the enemy

troops SpellPower by (4590x20)/3000 SpellPower. This amounts to around

30% reduction.

The total of these two is the amount of SpellPower the Null Mage will reduce.

• Also note that each Null Mage will reduce the SpellPower of a single unit. If

that unit is killed, then the Null Mage will target a different unit. If the reverse

is true, and the Null mage is killed before their targeted unit dies, the next

round that targeted unit will have their spell power restored.

• There is no range when it comes to affecting a unit. At the start of round

one, no matter what the distance is between troops, Null mages will

immediately latch onto an enemy troop and start affecting them.

• Null Mages will follow the priority list when looking for units to target with

it’s spell debuff. Null Mages are also quite high on the ranged priority list.

• Once the Null Mages are killed, the enemy Spell Power returns to its

normal unaffected values (Unit base value plus the Throne Room and

Champion buffs).

SpellCasters are a great Bonus to a TR Preset:

Toxic’s, SoulStealers & Shield Sorcerers are more efficient with

Combat Speed Debuff on your own TR.

Toxic’s will be dangerous if you have enough Life / Accuracy

Shield Sorcerers will be dangerous if you have enough Defense /

Accuracy debuff.

SoulStealers will be dangerous if you have Combat Speed, / Accuracy

/ Attack.

Plague Doctors are powerful combined with Toxic’s but easily

defeated by the opposite Range(d) troops.

Swamp Witches will be dangerous in Higher numbers (variable

effect), Combat Speed, SpellPower, Champion CS Buff.

Rot Familiars will be dangerous in Higher numbers (variable effect),

and with high Attack, Sacrificed + Life, Combat Speed, SpellPower,

Arcana Bonus (Pushes SpellPower over Cap)

- You can go over the SpellPower Cap raising this stat even higher for Defense

or Attack purposes.

Following Boosts will allow SpellPower to go over Cap and stack on top of

Arcana Bonus.

Increases SpellPower by 25% for 4 Hours.

Increases SpellPower by 25% for 24 Hours.

Accuracy for SpellCasters

Caps for SpellCasters • Spellcaster Attack 1000% / -25%

• Spellcaster Defense 5000% / -25%

• Spellcaster Life 250% / -25%

• Spellcaster Combat Speed 375% / -25%

• Spellcaster Range 185% / -25%

• Spellcaster SpellPower 5000% / -5000%

• Caps for spell casters follow the same caps as regular Attack, Defense, Life

etc.

• QUESTION: Can throne room debuffs affect Spell Caster's life, attack and

defense? Like can attack debuff kill spell caster's attack?

• ANSWER: The generic Troop buffs and debuffs apply to all the Troops

Let us Illustrate that here and on the Next page

Left side is attack with NO TR and right side is attack with a few GENERAL stats.

L Side No TR used stats used R side

So you see that with NORMAL Attack, Defense, Combat Speed, that we use for

regular troops (archers, Cav, etc.) also the stats for these Spellcaster Troops go up.

Illustrated here above, between left side NO TR and Right Side with Regular TR. So

Regular Buff and De-buff work.

Let’s Mix It Now in following example with regular stats and Spellcaster stats and

same troops attack a city, where the same troops are defending.

(Attacker uses Ore Guardian, defender Wood Guardian, Both Fey Cities, No

Champions used, No Sacrifices)

Attacker Defender

So beyond the spell power it's really no different than the other troop type buffs

and debuffs... it all functions the same and it stacks.

As an example, you can stack 1000 Regular Attack + 1000 Horsed Attack, giving

you 2000 Horsed Attack. (stacked total)

This is the same with regular buffs and debuffs; 4000 general Defense + 1000

Spellcaster Defense gives you 5000 Spellcaster Defense. (stacked total)

So would it be fair to say, that you should concentrate on getting the 5k SpellPower

in buff or debuff, (or in mixed combo) in a preset, without focusing too much on the

specific Spellcaster life, attack, defense. Since the general stats work for

SpellCasters, you should be focusing on SpellPower, since the 5k is a big

influencer.

SpellCasters Tr Cards Examples

These Spellcaster cards exist in Uniques and in cards you have found in cresting

with the stats you wanted. Furthermore, you can enhance existing cards with

BRIGHT jewels, and add SpellPower in BUFF or Debuff or other stats.

SpellCasters Champion Cards

Examples Champion Rings

Your kingdom’s Champions will soon be able to equip the most stylish gear this side of a

glowing sword: The Rings! Unlike previous equipment slots, you will be able to mix and match

your Rings and equip two at the same time. There aren’t slot-specific Rings, so if you find one

you like, you can equip it to either hand. Double up on your favorite stats or cover your bases

and equip a little bit of everything!

The Rings can also add the Spellcaster-specific troop stats to your Champion gear, giving you

access to the Spellcaster buffs and debuffs previously only found in the Throne Room.

Keep an eye out for the initial launch notice on the forums or Caravan and then check out the

Barbarian Camps, Dark Forests, Wilds, and rival players near you to start finding the Rings

after battles.

TR Preset Example Below are examples of TR’s that have SpellPower in it, in buff & debuff.

SpellCasters Battle Report Example

When More information becomes available, I will update the guide to

reflect that, where needed.

If you have additional information, then plus share with me so I can

update.

Thanks To SpellCaster ZAW for the additional information.

Sharing is knowledge, and a lot of players are not sharing. Yes, it gives you and edge, or advantage, but

it leaves also many people clueless. The objective of these tutorials, is to teach, learn, educate players so ALL players have

a better under understanding of the game. The more players participate, the better the overall experience is for all players.

More attacking and defending means “lively” domains full of activity.

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