Wednesday, November 10, 2021

Fellowship Adventures

Quick glossary:

BREWS - the 2/5 minute workshop badge (needs 50 workshops. lvl 1 shops only need 2 minutes, and all higher level shops take 5 minutes)

CARPS - the 3 hour workshop badge (needs 10 workshops)

FARMS - the 9 hour workshop badge (needs 10 workshops)

SMITHS - the 1 day work shop badge (needs 5 workshops)

BRACELET - badge for collecting a specific amount of T1 goods (planks, marble, or steel). The amount varies depending on your chapter.

NECKS - necklace. the 1 day factory build. Requires 3 factories

STATUES - the 2 day factory build. Requires 2 factories

CC - Combining Catalysts (generated from Moonstone Library Set, Pilgrim's Set, as well as produced in Magic Academy using Relics). 1 staff badge is rewarded for every CC produced.

VV - Vision Vapor (reward for crafting items in the Magic Academy). there is a badge that requires you to collect 9 VV from crafting.

- Arcane Residue. this is the badge that requires 9 VV. one of the recent evolving buildings can increase your VV production if you have enough pet food.

WS - Wonder Society badge. put 10 KP (either free KP or using an Ancient Knowledge) into an Ancient Wonder

CROSSROADS - each path has 2 crossroads. These nodes are worth more points then normal nodes, and also allow you to move sideways across the map (to another color's crossroad) as well as advancing further down that color's path.


Strategies:

- Pre-Loading/Initial Collection:  you earn credit towards a badge when you collect the items/resources, and the game allows you to start producing these resources prior to the start of the FA.  Try to anticipate when an FA will start then get the factories and smiths producing their longer 1 and 2 days builds earlier so they will be ready to collect at start of the FA.

- Pre-loading can also be done with troop production (make sure all queues are full then wait to collect until after the FA starts), Magic Academy (MA, load at least 1 CC and 2 regular enchantments. this way you can collect both a Staff and a Hat when the FA starts), as well as bonus Event buildings that produce coin and T1.

- Keep boosted, upgraded T1 factories.  These will be the main source of Bracelets. Also, they take time and resources to build.

- Keep upgraded shops as well. They take time and resources to build, plus you will need the supplies.

- Next week, it may be wise to save a few rounds of the Spire and Tourney for the FA. Make sure that your tourney provinces are off cooldown and ready to complete at the anticipated FA start time.

- Depending on where you are in the Chapters, sometimes you have extra space when you've sold off some of the Guest Race buildings.  Or you might be able to make extra space by using teleports to pull back buildings you don't need right now.  How aggressively to do this depends on how much a person wants to put into the FA.

The FA is mostly for fun, so don't damage their progress for the sake of the FA. Only sell a building if you really don't want it (or want to upgrade it with a new one in your inventory).

Friday, October 29, 2021

Fighting Wonders Tip

From Yoner

To help out anyone that would like to increase their fighting capabilities which will save you resources in the long run cutting down on the need to cater/negotiate in Tournaments and Spire...and also clearing provinces for expansions(ALWAYS use auto-fight for Battles). All of these Wonders are a MUST in your City. This is a reference email, so no need to reply. If you have any questions feel free to message me or one of the Mages. Hope it helps! 

NEEDLES - Light Ranged Units DAMAGE increase / Barracks production speed increase

SANCTUARY/MARTIAL MONASTARY - Health increase for ALL Units

HEROE'S FORGE - Heavy Melee DAMAGE increase / Produces Orcs every 24 hours

DRAGON ABBEY - Mage DAMAGE increase / Bonus Mana with each Enchantment used

TEMPLE OF THE TOADS - Heavy Ranged DAMAGE increase / Heavy Ranged units produced every 3 hours(Barracks unit)

VICTORY SPRINGS - Light Melee DAMAGE increase / Training Grounds production speed increase



Saturday, August 21, 2021

Spire Tips

Check out this link for additional Spire Tips: (copy & paste into browser)

https://tinyurl.com/njn8vwzk


Saturday, March 20, 2021

Fighting Tip

The first step in learning to fight is to watch the auto fights. Choose your troops, then hit 'fight'. Once on the battlefield screen, look at the bottom buttons. Far left is a sword; hover and it says 'finish battle automatically'. Click there and you can watch the auto fight. Note: At the top will be a red 'battle results' button. Do not click that as it will automatically finish the fight and you won't see the rest of it. Also, next to the sword is a button with 1 > .  Click that until it reaches 3 >>> and that will make the troops move as fast as possible.

Troop placement can be very important.  Usually you want your troops to line up directly across from the enemy unit you want them to focus on.  On the screen where you pick troops, you do this by putting a specific troop in the slot above the enemy troop you want it to focus on.

Note:  They won't always go for that enemy unit first. A lot depends on initiative and range of your troops and the enemy troops. For now, putting them opposite each other and watching has the highest chance of successful outcomes.

Choosing troop types can be challenging.

Try these two things:

1) Visualize that the troop you are examining is weakest against the 2 troops to their left and strongest against the troops to their right. So a Mage is weakest against light melee and light range while strongest against heavy melee and heavy range. Heavy range is weakest against mages and Heavy Melee and strongest against light melee and light rage, and so on.

2) Barracks troops have the same strength or weakness against each type it unit it faces, while Training Guild troops and Merchant troops have an additional advantage over one or the other of the troops it is strongest against. So TG mage is even stronger against Heavy Range while MC mage is additionally strong against Heavy Melee. Therefore, if facing heavy range and a mage is called for, the Barracks Mage will suffer heavier losses than the TG Mage which will kill the enemy faster because of its advantage and so give the enemy units less opportunity to strike back.

Barracks troops suffer greater losses in any fight than the specialty troops of the TG or MC, even with fighting buildings deployed.

Fighting on the computer is easier than on a phone because you get a lot more information.  If you hover over one of your troops you get a pop up what troops your fighter is best against. The better they are against an opponent, the more stars (crossed swords) will show up. The same thing happens when you hover over the enemy troops.  Also, when you hover over your fighter the corresponding enemy troop that it is best against will be highlighted.  These visual clues are helpful.

Here is an actual fight: 

LR (hellhound) X2

HM (Orc General) X1

HM (Brave Knight) X1

LR (nasty thief) X1

When hovering over Barracks Mage, he is 4 stars against the 2HM enemies.  But two of the LR enemies are 5 stars against the Barracks Mage, so don't use that. (Hellhounds are absolute murder on priests.) When hover over the LR, he is also 4 stars against the enemy HM and the 3 LR are only 3 or 4 stars against him.  My HM is also 4 stars against the 3 enemy LM units but only even against the enemy HM. In Training grounds, the LR is 5 stars against the enemy HM units and the HM is 5 stars against the 3 enemy LM units.  The mercenary camp is no help in this one.  So use the training grounds 3LR and 2 HM placed directly opposite the enemy that are best against on the troop selection screen.


Tuesday, March 9, 2021

Tournament Tip

The way to get to 1650. Once you all have 9 provinces open.


1st round do provinces 1-9 only.

2nd round do provinces 1-8 only.

3rd round do provinces 1-7 only.

4th round do provinces 1-6 only.

5th round do provinces 1-5 only.

6th round do provinces 1-4 only.

Skip the 6th round and you still get 1400 points.

Sunday, February 28, 2021

Spire Videos

For any city, but especially larger ones:

https://www.youtube.com/watch?v=4ZMMc3lPXB4&feature=emb_rel_end


For low-level cities

https://minmaxgame.com/elvenar-spire-tutorial-chapter-4-level-1/

Ensorcelled Endowment Spell

From SapphyreRosa

Ensorcelled Endowment is a misused spell. 

What it does... Gives you a 5% Culture Bonus

How is works... Cast is on a Culture Building. 

When does it work... It only will give you the 5% Culture Bonus on buildings that actively have a Helping Hand on it. In other words, if you do not see a hand on a Culture Building, you will not get the bonus. 
Best buildings to cast the EE Spell on... Culture Building with the highest number of Culture, because those are ones that get Helping Hands on them first. Or the ones you see the Hand already on. 

If you place them on low Culture Building, you are wasting the spell and never get the 5% Bonus.

Note: The Bonus does stack. The more Helping Hands you have on your city, the more Culture you have, plus the addition of the EE Spell stacked bonus. 

Tip: Mobile App is fastest and easiest way to give helping hands to all your neighbors in your World Map.