There are several communities in the Empire, known as
Guilds. The guilds' purpose is to diversify gaming process of the characters and to enhance the efficiency of their actions.
Hunters' Guild
Laborers' Guild
Mercenaries' Guild
Thieves' Guild
Rangers' Guild
Commanders' Guild
Gamblers' Guild
Smiths' guild
Enchanters' Guild
Watchers' guild
Adventurers' Guild (Battle Campaigns)
Leaders’ Guild
Hunters' Guild
The Hunters’ Guild is dedicated to protecting the Empire from neutral creatures. According to our intelligence reports, such creatures may be encountered near the facilities on the map. By defeating them regularly, you will increase your standing in the guild and may even make your way onto the prestigious hunters’ rankings.
You will also earn gold for each successful hunt, and sometimes be lucky enough to receive artifacts from the Hunter set, Master Hunter set, Great Hunter set, or Beastbane set. The probability of receiving an artifact after a hunt is determined by the formula [3 + HG level] %, which means the higher your guild level, the higher the chance. You will need to reach guild level 3 to start receiving artifacts from the Master Hunter set, 5 for the Great Hunter set, and 6 for the Beastbane set.
From 08:00 until 00:00, neutral creatures may be encountered once every 40 minutes. During night time, from 00:00 until 08:00, the creatures become more active and may be encountered twice as often, once every 20 minutes. For beginners at combat levels 1 and 2, this duration is reduced to just 5 minutes, and just 2.5 minutes at night.
To hunt even more often, you may buy a special Hunter’s license for a 25% reduction, or a Master Hunter’s license for 50%. You may also be interested in Abu-Bakir’s charm, which allows you to hunt 30% more often and is fully stackable with either of the hunter licenses. For maximum efficiency, combine the Master Hunter’s license and Abu-Bakir’s charm, and you’ll be able to discover new creatures to hunt every 14 minutes during the day and every 7 minutes at night.
And if that is not quick enough, you can spend 0.1 diamonds to immediately discover a new hunt
Hunting gives two times less faction points and 5 times less combat experience when compared to PVP combats. After getting enough hunt points to get a new guild level, the guild will teach you more complicated combat tactics increasing your attack skill by 1. Details
After you reach Hunters’ Guild level 2, you may summon a friend to help you in a hunt. Your friend’s combat level will need to be the same as yours, or up to two levels lower. Alternatively, you may invite a random player of a suitable combat level to help you hunt. Your helper must be in the same map sector and their Hunters’ Guild level needs to be at least 1. If you win, your helper will receive half of the gold reward, up to 0.5 faction skill points, 0.1 Hunters’ Guild points, and a chance to receive an artifact. You, on the other hand, will receive Hunters’ Guild points proportional to the total damage you inflict in the hunt.
If you post a call for help, this call will stay up for up to 5 minutes, but after 3 minutes any suitable helper may answer the call even if asking a friend (they need to be in the same map sector as you and their combat level can be equal to yours or one lower). If your call for help remains unanswered for 5 minutes, it expires and no combat is initiated.
After you reach Hunters’ Guild level 6, you will begin to discover not one but two potential hunting targets at a time. If you choose to pursue one of them, the other one will be dismissed automatically.
A danger indicator is shown next to each potential hunting target. This reflects the ratio of the size of the enemy to your faction’s and combat level’s current record hunt against this particular creature. Here is what the indicators stand for:
Up to 30% of the record hunt
Up to 50% of the record hunt
Up to 70% of the record hunt
Up to 100% of the record hunt
Equal to or greater than the record hunt
If no one of your faction and combat level has set a record for this type of neutral creature before, the danger indicator will appear as ,
Each time you successfully hunt a type of neutral creature, its size will exponentially increase in the next hunt according to the formula: N = n*1.3^max[Y;0.2],
where N is the new size, n is the previous size, and Y is the amount of faction skill points you earned in the last successful hunt against this creature (which is always in the range between 0.2 and 1.0)
The most common example: you successfully hunt a creature on your own, so Y in the formula above equals 1, and your next hunt against the same creature will have 30% more of them.
You can only initiate a hunt when:
1. Your castle army is sufficiently recruited and 100% ready to fight;
2. Your character is not involved in any pending combat challenges;
3. Your character’s Defense parameter is 0 or higher.
If your hunt happens to last for a while, remember that neutral creatures will increase their Speed by 1 every 10 combat rounds (equal to 10 turns taken by a character with an Initiative of 10), and they will also increase their Initiative by 1 every 200 rounds.
Laborers' Guild
The work of Lords and Ladies ensures the functioning of enterprises that mine resources, process them and produce artifacts. And the efficiency of any industrial facility of the Empire depends on the number of workers and their qualifications.
The facilities available for enrollment are either Mining, Machining or Production and can be found on the map of the Empire. Go to the facility which has available slots (such facilities are marked with black arrows - »»») and click the "pick" button to enroll .
Each day the "pick" button can be only used for 5 times. For further enrollment a CAPTCHA must be inputted in order to enroll. The "pick" button can be used again after the clock strikes midnight in server.
By enrolling your character earns Laborers’ Guild points, one per each employment (each hour enrolled). And if you are under the effect of Abu-Bakir’s Charm , you acquire 50% more points - 1.5 guild points.
Also, after enrolling, your characters receive wages, the total directly depends on the Laborers' Guild level - the higher the level, the higher the coefficient by which the base salary is multiplied. The guild level can be found on the character page, and the number of points necessary to increase it can be found on the Experience tables.
Due to physical activity, in addition to the salary increase, the character also becomes stronger. So, the character's defense parameter increases by 1 with every other level of the Laborers' Guild.
Any Lord/Lady who has been employed by the Empire enterprises more than 9 times after their last victorious battle is penalized with a workaholic fine for neglecting combat. Due to the fine he/she will work 10%-20% less efficiently for each subsequent employment hour, up to 0% of the total efficiency. The penalty will be relieved and 100% of work efficiency will be restored immediately after the player wins in any battle acquiring at least 0.5 faction skill points. If the player received less than 0.5 faction skill points for a victorious battle, the counter of employment hours used to calculate work efficiency penalty will be changed proportionally to the skill points received decreasing by 1 for every 0.05 skill points.
Workaholic penalty table:
Hours of employment without battle wins | Work efficiency rate after workaholic penalty |
9 | 0.8 |
10 | 0.7 |
11 | 0.6 |
12 | 0.5 |
13 | 0.4 |
14 | 0.2 |
15 - 47 | 0.1 |
48 | 0 |
Important! With a work efficiency of 0.6 and below employment at Production facilities will be prohibited, and with a work efficiency of 0, employment is completely impossible.
Players who were too engaged in military adventures that they could not enroll often, due to which the level of their Laborers’ Guild is too low for their combat level, can drink a special potion from the Imperial Artifact shop and work in preferential mode, getting 6 guild points per one employment (or 9 points if they are under the effect of Abu-Bakir’s Charm ). One potion is valid for 7 days and can be drunk an unlimited number of times, until the Lord/Lady’s Laborers' Guild skill level reaches the average for the corresponding combat level, as specified by the standards of the Workers' Union.
Mercenaries' Guild
Offices of this Guild can be found in four locations of the Empire: Peaceful Camp, East River, Fairy Trees and Fishing village.
Adventure lovers from around the region, as well as professional mercenaries, are often drawn towards here in search of work. Their main occupation in this guild is to perform a variety of Quests. These quests can be given to any brave lord or lady, who has reached combat level 5.
A total of 7 quest types are available for the Lords and Ladies:
1) Armies. In this quest the hero must destroy a large army consisting of units from one or more factions, in which the composition and arrangement of creatures is strictly defined. Every Lord or Lady is given several attempts at this, after each unsuccessful attempt, all enemy creatures killed during the battle are dead and are no longer involved in the next attempts of this quest.
Exception - Skeletal bowmen in the Necromancer army. After each unsuccessful attempt of the Lord or Lady, their number increases by the number of living creatures that the Lord or Lady lost when defeated (skeletal bowmen are not created from undead, mechanisms, or elementals).
Example. The Lord or Lady had 30 bowmen and 10 swordsmen, while the necromancer’s army had 100 skeletal bowmen. During the attempt the Lord or Lady has killed 20 skeletal bowmen, but lost the battle. There will be 120 skeletal bowmen in the next attempt (100 minus 20 killed during the previous attempt, plus 40 raised skeletal bowmen out of 40 killed living creatures from the army of the Lord or Lady).
2) Conspirators. During this mission the Lord or Lady must fight off several waves of various enemy units, which will arrive on the battlefield in different turns and attack him/her from four sides. Each subsequent wave appears after the previous one has been completely destroyed.
3) Invaders. To complete this quest the Lord or Lady must destroy an army consisting of units of one or more factions, in which the composition and arrangement of creatures are random each time.
4) Monster. In this quest the Lord or Lady must defeat just one creature - a monster. This monster is an enhanced version of one of the creatures found in the game. It has a large number of hit points and increased parameters of attack, defense, damage, initiative, speed, carries more arrows and mana with stronger spell power. In addition, each monster has the abilities "Reactive Armor", "Tenacity" and "Magic shield".
The "Magic shield" of the monsters is calculated using the formula: 80% + monster level / 2 = Total percentage of magic shield.
Example. Level 10 monster. According to the formula: 80% + 10 / 2 = 85% magic shield.
5) Raid. When performing this quest the Lord or Lady will need to destroy an identical enemy creature, for one or several waves, which will appear on the battlefield from one side. Each subsequent wave appears after the complete or near complete destruction of the previous one.
6) Vanguard. During this mission the Lord or Lady must protect an allied squad of creatures from the enemy troops, who will try to kill this squad by all available means necessary, often ignoring the Lord or Lady’s units.
If the defending unit is destroyed, the Lord or lady is also instantly defeated.
Be careful! Some allied units (like, for example, the furious Shrews) will run to attack if they are not surrounded by your troops from all sides, and as a result, they quickly die. Other units will not move and will hold their position, even if the opponent casts “Firewall” on them - in such battles, it is better to kill the enemy's creatures that can do this as soon as possible. In addition, most units that cannot shoot or cast will wait, so poison, decay or ferocious wound will inflict more damage on them. In such battles you should also neutralise those creatures as soon as possible.
7) Brigands. When completing this quest, the Lord or Lady needs to deliver cargo to an area indicated by the guild. On the way to the destination the Lord or Lady will be attacked by brigands(thieves) - an army consisting of units of one or more factions, in which the numbers and arrangement of creatures are random. The enemy units will surround the Lord or Lady’s army from all sides.
The Guild quests "Raid" and "Monster" were so popular among mercenaries in the past, that the enemies became angry and fell into a permanent rage, and now they attack with redoubled force after a defeat. Because of that, the difficulty of each new quest of these types increases by 2 rather than by 1.
Example. The Lord or Lady defeated level 0 Skeletons-monster. The next Skeletons-monster will be level 2 (not level 1).
Some quests might be too difficult for combat level 5. It is recommended to start with "Army", "Conspirators", "Invaders", and “Brigands” at the low combat level and leave "Monster", "Raid" with high level units, and "Vanguard" for later and start with them at least upon reaching combat level 7.
Lord or Ladies who own mount with the "Complex route" option (Stallion, Unicorn, Drake, or any premium one) can go to the destination straight from the guild by clicking on the corresponding button, after accepting the quest. All others need to get themselves to the destination using the map. When completing a quest using the "Automatic battle" option, the Lord or Lady gets the opportunity to immediately return to the guild in which he/she received the quest after the battle (not available for the "Brigands" type of quest).
The time for completing a quest is limited: no more than 600 minutes are allotted for each quest. Each mercenary must return to the Guild and to report to the Head of the Guild about the results of his/her work. Only after that is the quest considered completed or failed. If the mercenary successfully completes the quest itself, but does not report in time, the quest will be considered a failure.
For the successful completion of the quest, the guild issues a gold reward and, with some probability, can additionally issue a rare element. The chance of getting the element is always 20%, does not accumulate and does not depend on any additional factors. there is a 1% chance of getting two elements at once starting at the 4th level of the guild.
Lords or Ladies who have completed a large number of quests receive additional bonuses from the Guild, and the variety of quests helps versatile development of the Lords and Ladies. Because of that, they are free to increase one of the main parameters of their choice with every other level of the Mercenary Guild. And starting from the 8th level of the Guild, the Lords and Ladies receive one additional free parameter for each level of the guild. The amount of points required to be promoted to the next level can be found in the Experience tables.
Moving up through the levels of the Guild, theLords and Ladies unlock new elements as a reward:
In any of the four Guild offices, all 7 types of quests can be issued, but each office has three specific types of quests it prioritises and issues them more often than others:
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East River |
24% |
7% |
7% |
24% |
7% |
24% |
7% |
Peaceful Camp |
24% |
7% |
24% |
7% |
24% |
7% |
7% |
Fairy Trees |
7% |
24% |
7% |
7% |
7% |
24% |
24% |
Fishing Village |
24% |
7% |
7% |
24% |
7% |
24% |
7% |
Preferences in the East River are to destroy monsters, protect troops, and destroy armies. Fishing Village has similar priorities. Peaceful Camp prefers to free mines, defend against raids, and destroy armies. In the Fairy Trees preferences are transporting of cargo, protecting troops, and fighting conspirators.
Every mercenary who completes Guild quests has a reputation. Its initial value is 0, the maximum is 10. For each successfully completed quest 0.5 points of reputation are awarded, for each failed one 1 point is subtracted, for refusal to accept a quest 0.5 points are subtracted.
A high reputation allows you to get the Guild quests more often. For every 0.5 point, the waiting time for the next quest is reduced by 2.5%, thus, while with a reputation of 0, quests are issued at intervals of 40 minutes (for players having Abu-Bakir’s Charm it is 28 minutes), with a reputation of 10, the interval will be 20 minutes (for players having Abu-Bakir’s Charm it is 14 minutes). At the same time, the interval between quests in case of declining one does not depend on reputation, and is always equal to 20 minutes (for players having Abu-Bakir’s Charm it is 14 minutes). Also, any Lord or Lady has the opportunity not to wait and instantly get the next quest for 0.1 by clicking on a special button.
Periodically, at the behest of fate, Astrologers in the Empire declare the Day of the Mercenary. During that day the "Automatic battle" option is enabled for all quests, and successful completion of quests gives 20% more guild points (1.2 points instead of 1).
Thieves' Guild
This is a clandestine guild, your character does not have free access to it since registration.
A secret society, whose primary objective is to ambush trade caravans. Entering the guild is only possible if you possess a special invitation acquired from another thief, or after paying the guild entrance fee:
Combat level 6 is required to enter the guild. The invitation parchment disappears from the inventory; however, a progressive thief gets new ones after reaching level 5 of the guild.
Players who had previously received the TGI at Guild level 2 by the old rules, will not be given one at Guild level 5.
Lords gain guild points for successful ambushes. Besides that, defeating other players and mob caravans earns gold. The loot is proportional to the thief skill level.
Equally with caravans, it is possible to encounter player characters of the same combat level. The ambushes are set between regions in both directions. Ambush can only occur if someone walks between those regions. However, the traveler always has a chance to pass unspotted. If two travelers are walking in the same direction and both get caught, all the three will fight in one combat. Obviously, the victims would unite against their aggressor.
1) The troops of the ambusher must be 100% ready and those of the traveler - at least 40% ready for the ambush to take place;
2) The thief's victim who suffered a defeat cannot be ambushed again unless three hours have passed since last ambush;
3) The thief who lost the combat can set a new ambush only 1 hour later;
4) During ambush, the troops and mana restoration of the victim does not cease.
5) Any thief who had abandoned the Guild may return by paying a penalty of 1000*[combat level] gold.
6) Characters may have the initiative bonus only from the guild that is currently active.
Each new level in thieves’ guild grants its member initiative increase, as well as one random Thief set artifact until guild level 7, or one random Plunderer set artifact since guild level 8.
Note that the initiative bonus is only applicable whilst you are an active guild member, it never stacks with initiative earned with the Rangers’ guild.
Rangers' Guild
An honorary organization founded to combat the atrocities of the Thieves' Guild on the Empire’s travel and trade routes. The main objective of the guild is to promptly identify where thieves lie in ambush and quickly eliminate the detected threats, so that over time, robbery and burglary is eliminated in the lands of the Empire once and for all.
Joining the ranks of the brave Rangers is possible for any lord or lady who has reached combat level 7 and entrance is absolutely free. To join, one will need to visit the guild headquarters at Empire Capital and pass the test of a military ranger-teacher, in which he teaches the applicant the rudiments of Ranger skills. The guild door is open even for repentant thieves, but to prove their loyalty, former thieves will have to renounce all Thieves' guild privileges, including freezing the extra initiative they earned during their days of crime.
Ranger guild points are gained with the successful performance of missions. Missions are accepted at briefings at the guild headquarters. The briefings take form of an urgent call to help Ranger Scouts in battle against a thief who has been spotted to lie in ambush in certain location of the map. In order to successfully complete the mission, the lord or lady would have to reach that location in very short time and to defeat the thief. However, in order to accept the job, he or she needs to have high-speed mount (Stallion or better), as thieves are very nimble and known to quickly escape from persecution. The Ranger scout participates in combat at the Ranger's side, acting independently, but can also carry out certain instructions from the lord or lady in obedience to the following commands:
wait (the assistant will wait with his troops);
x:y (the coordinates of an enemy stack that is to become the focus of the assistant's attack, where x is horizontal and y - vertical coordinate of the tile. example, 11:1);
attack (independent attack mode, applicable if either of the first two commands were used afore).
There is also a chance to fall into an ambush of a thief player whose combat level is the same as the Ranger's. Guild points may also be gained by successfully defeating a thief in the ambush, but for that, one must have joined the guild (passed the entrance test) and it should be selected active (not the Thieves' guild).
1) To start a guild mission battle, the Ranger must have his or her troops 100% ready;
2) To be caught in a thief ambush whilst moving between locations, the Ranger must have his or her troops at least 40% ready;
3) The thief who has been defeated by the Ranger suffers a 1 hour penalty before being able to ambush again.
4) Any ranger who had abandoned the Guild may return by paying a penalty of 1000*[combat level] gold.
5) Characters may have the initiative bonus only from the guild that is currently active.
Each new level in rangers’ guild grants its member initiative increase; certain levels will also earn a random Ranger set artifact.
Note that the initiative bonus is only applicable whilst you are an active guild member, it never stacks with initiative earned with the Thieves’ guild.
Commanders' Guild
Commanders' Guild is for those who prefer PvP (player versus player) combat. Unlike regular group battles and duels, combat in this guild follows stricter rules.
you must reach combat level 5 or higher to be eligible to join the guild. To participate, click Battles in the main menu and select the Commanders' Guild item in the dropdown.
you’ll also need to pass a trial, in which you must defeat a mirror image of your own army and character, only 20% larger.
starting from the second level of the guild, a special hidden section of the forum for discussing the game balance with the participation of the administration opens to all participants.
Possible combat types include:
1) Duels (1x1) between Lords/ Ladies of the same combat level.
2) Paired (2x2) battles between Lords/ Ladies of different combat levels.
3) Mixed battles between Lords/ Ladies of different levels.
Enlisting for duel and pair fights are accepted from 20 to 30 minutes of every hour;
Enlisting for duel and mixed fights are accepted from 50 to 00 minutes every hour.
When fighting Duels, you will not be matched against the same opponent more than twice a day.
If no suitable duel opponent is found for you 1 minute before battles start, you may switch to paired/mixed battles instead.
In Paired battles, first of all, battles are formed with opponents of the corresponding levels. For example, two Lords/Ladies of CL 15 and 14 CL will be matched up against two other Lords/Ladies of CL 15 and 14 if possible, and so on. All challengers will be entered into a match, but if there are not enough human opponents, some matches may include AI-controlled copies of other human Lords/Ladies. AI-controlled copies are strengthened when defeating him and weakened when defeated (individually for each Lord/Lady).
The distribution in Mixed battles is unpredictable - they are formed as a whole according to the overall strength of the team, where battles can be with very different levels, for example, a team of Lords/ Ladies 21, 17, 9 combat levels against a team of Lords/ Ladies 19, 17, 11 combat levels, or a Lord/Lady 16 combat levels against a team of Lords/ Ladies from 14 and 11 combat levels.
Equal battles for everyone - regardless of leveling up!
In enlisting from 12:20 to 12:30 in the afternoon, as well as from 20:20 to 20:30 in the evening, special conditions apply - for all participants automatically the effects of Potion of guilds and Potion of skill are activated.
The winning team receives gold, guild points (from 1.0 to 1.5, depending on the combat type), and a chance to get a creature armament.
The losing team receives from 0.3 to 0.4 guild points.
Commanders' Guild battles offer a far better ratio of faction skill points to experience than do regular group battles. In addition, each new guild level grants you one special artifact out of the 13 that make up the Commander’s set, whose bonuses also increase along with the value of the guild.
From the first level of the Commanders' Guild in all PvP battles and from the third level of the guild in all PvE battles, the Lord/Lady has a chance to loot a copy of one of the enemy artifacts (the looted item is a low-durability, non-transferable replica of the one worn by the defeated player). The chance of this increases with each new guild level you attain.
Gamblers' Guild
The guild unites all admirers of the "Two Towers" card game. Any player can have a game at the tavern of the region he or she is currently in. Victory grants one guild point, losers go empty-handed. After receiving the first level in the guild, as well as 3d combat level, the players gain a possibility to bet on their victories. The amount of victories necessary for passing to a new level and the maximal stake amount for your current level can be learned from the experience table.
Taverns in different regions have different starting and victory conditions, as seen in the following table.
Data | Initial conditions | Victory conditions |
Region | Tower | Wall | Mine | Monastery | Barracks | Tower | Resources |
Empire Capital Eagle Nest Harbour City | 20 | 5 | 2 | 2 | 2 | 50 | 150 |
East River Portal Ruins Mithril Coast The Wilderness | 20 | 10 | 3 | 3 | 3 | 75 | 200 |
Tiger Lake Dragons' Caves Great Wall Sublime Arbor | 20 | 10 | 5 | 5 | 5 | 150 | 400 |
Rogues' Wood Shining Spring Titans' Valley | 20 | 50 | 1 | 1 | 5 | 100 | 300 |
Wolf Dale Sunny City Fishing Village | 50 | 50 | 5 | 3 | 5 | 100 | 300 |
Peaceful Camp Magma Mines Kingdom Castle | 20 | 10 | 3 | 1 | 2 | 125 | 350 |
Lizard Lowland Bear Mountain Ungovernable Steppe | 20 | 10 | 1 | 1 | 1 | 200 | 500 |
Green Wood Fairy Trees Crystal Garden | 30 | 15 | 4 | 4 | 4 | 100 | 300 |
There are strict rules in the guild:
1) The Tavern owner gets 5% interest from each trophy sum;
2) A player with lower guild level cannot join a game with a bet for higher level;
3) It is not necessary to be in the same region the challenger is to accept his or her challenge.
Insults and foul language at the game table are forbidden. Moderators watch the taverns and keep order, giving penalties to tempestuous visitors.
Smiths' guild
To enter this guild, you should get to combat level 6 and build a Blacksmith in your castle. Enter it and open the "repair" section and you will be able to repair worn out artifacts.
Any artifact with durability 0/X can be repaired. Repairing efficiency depends on the guild level and varies from 10% to 90%. For instance, the guild novice will repair artifacts with 10% efficiency, which means, that a worn out artifact of 0/30 will have 3/29 durability after repairing, while an experienced blacksmith with 60% efficiency would turn the same item to 18/29 durability.
Repair cost with any efficiency makes 95% of the converted shop artifact cost (according to the prices of the shop), and is even higher for rare set artifacts, while the best available repair efficiency is 90% at most. The guild warns that smithing is an art, and usually leads to spending a lot of gold to build up an effective smith. Rare or enchanted artifacts cannot be bought at the shop, repairing them is the main function of a smith.
Smiths who have achieved guild level 8 and belong to a Military clan that has built a depository may gain access to repairing clan artifacts deposited for repairing at the cost of depository account gold. The artifact must not be deposited in a set to be able to repair it. The clan leader may set an automatic reward for guild smiths ranging from 1 to 10% repair cost.
1) Repair time and cost do not change with the smiths' guild leveling. The only thing that increases is the efficiency, hence the artifact's resultant durability;
2) Repair time and guild points gained only depend on the estimated value of the artifact and are in direct proportion to it. Thus, the more expensive the item is, the longer time it will take to repair it and the more guild points it will grant;
3) Repairing two artifacts at a time is not possible, moreover, you need to reach guild level 9 to be able to do two types of works in your blacksmith (repairing and enchanting) at the same time.
The amount of guild points necessary for "smithing up" can be learned from the experience tables.
Enchanters’ Guild
Established by the Great Craftsman’s apprentices the Guild allows the Lords and Ladies to improve their ammunition with unique enchantments. Almost any known artifact can be enchanted, and it will gain new magical properties after the enchantment.
To join the Enchanters’ Guild one needs to build Blacksmith in the castle .
*It is available from combat level 6
The artifacts can be enchanted in the Blacksmith under the Modify tab.
Elements obtained from Mercenaries’ Guild assignments or bought at the market are used for enchanting.
There are three branches in the Guild, and every guild member can be a weapon smith , armorer , and/or jewel enchanter . The power of the enchantment depends on the level of the enchanter in the corresponding branch.
Any enchantment requires time and elements. The number of guild points gained from any enchantment is equal to the number of the elements spent, and these points count both towards the branch level and towards the overall guild level.
The enchantment process is conducted according to the formula: 1 element = 1 hour = 1 Branch and guild point. If necessary, it is possible to finish the enchantment immediately, by paying 0.1 for every remaining hour of enchantment (rounded up).
Every apprentice decides whether to be the best in one branch, or to be able to do a little bit for everything, or to be a skilled master in all branches.
The number of experience points necessary to advance to the next level of enchanter can be found in the Experience tables.
Up to 5 different enchantment types can be installed on each artifact. The number depends on the enchanter’s Guild level. For instance, to put all 5 possible enchantments on a sword, you will need to have level 4 of the weapon smith. In addition, in order to advertise his enchantment services, the enchanter can put his personal branding on the enchantment (for extra 5000 ).
For each 1% enchantment installed for the artifact, ammunition points are increased by 2% from the original value (rounded down).
Example: If the Sword of Might (8 AP) is enchanted at 24%, then the final AP will be calculated as follows: 8 AP + (8 * 0.24 * 2) = 11 AP, but if you install enchantments to 25%, then we get the following result: 8 OA + (8 * 0.25 * 2) = 12 OA.
Fern flower is required to install each type of enchanter.
1-st enchanter – 2
2-nd enchanter – 4
3-rd enchanter – 6
4-th enchanter – 8
5-th enchanter – 10
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Enchantment type |
Code |
Elements |
Enchantment type |
Code |
Elements |
Enchantment type |
Code |
Elements |
Earth elemental damage bonus |
E |
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Earth elemental shield |
E |
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Earth spell damage bonus; ignore air shield |
E |
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Air elemental damage bonus |
A |
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Air elemental shield |
A |
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Air spell damage bonus;
ignore earth shield |
A |
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Fire elemental damage bonus |
F |
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Fire elemental shield |
F |
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Fire spell damage bonus;
ignore water shield |
F |
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Water elemental damage bonus |
W |
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Water elemental shield |
W |
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Water spell damage bonus;
ignore fire shield |
W |
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Ignore target`s defense |
I |
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Decrease attack of attacking stack |
D |
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Nature spell efficiency bonus |
N |
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Level of improvement |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
+ = Number of element sets required |
1 |
2 |
4 |
6 |
9 |
12 |
15 |
19 |
24 |
30 |
37 |
45 |
After enchantment, a special marking is added to the Artifact’s name and a small icon appears on its image in the lower right corner:
Enchanter |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
Decrease attack of attacking stack |
D |
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Ignore target’s defence |
I |
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Nature spell efficiency bonus |
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Earth elemental damage bonus |
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Air elemental damage bonus |
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Water elemental damage bonus |
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Fire elemental damage bonus |
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During a battle, the effect of the enchantments can be seen by pressing Ctrl + double click on the Lord/lady’s image or by activating the information button and clicking on the Lord/Lady’s image.
Notes and explanations about the Guild:
1. Up to 5 enchantments of different types can be installed on one artifact. Multiple enchantments of the same type cannot be installed on the same artifact. For instance, it is not possible to install 2 "Ignore target’s defence by 10%" enchanters on the same artifact.
2. When the same enchantment is installed on 2 different artifacts, the cumulative effect should be calculated not as a simple sum of two, but using the formula: N = 1-(1-N1)*(1-N2), where N1, N2 - are effects of enchanters on the first and the second artifacts. For instance, if two artifacts have 5% enchanters of the same type installed cumulative effect would be: 1-(1-0.05)*(1-0.05)=9.75%, rather than 10%
3. All weapon enchantments have an impact on physical damage caused by the attacking stack. It is calculated as following:
Total damage: [total physical damage] + [total physical damage]*([cumulative Fire magic damage] + [cumulative Water magic damage] + [cumulative Earth magic damage] + [cumulative Air magic damage]).
If the creature has immunity or resistance to the element that deals damage, then only 90% of the possible increase in damage will be dealt. For instance, if the total damage on the stack without enchantment is 100 points, then with an enchantment providing 10% of additional Fire damage it will be 110 points, but if the creature being attacked is Golem, the damage will be 100 + 100*10%*(1-0,5*0,1) = 109.5 points, because Golem has a magic shield 50%
4. Armor enchantments can affect both the reduction of the enemy’s attack when calculating the physical damage and the reduction of damage from magic spells, and magic damage caused by the physical strike.
5. Enchantments on rings, amulets and cloaks only affect the effectiveness of the corresponding element or school of magic for the hero and creatures. enchanters that increase the effectiveness of Nature Magic affect only the damage of the "Magic punch", "Wasp swarm", and "Earthquake" as well as the effectiveness of "Raise dead" and "Summon elementals" and do not have any effect on "Summon phantom" and “Fire wall” (while "Fire wall" is strengthened by the enchanter of the Fire elemental spells damage).
The enchanter increasing Earth elemental damage affects not only the "Earthen spikes" and "Meteorite rain", but also the effectiveness of "Decay", because it inflicts Earth elemental damage.
6. Magic shield enchantment's effect is not subtracted from the magic attack enchantments one, but the final result is rather a product of two. For instance, if the attacker has Fire elemental damage bonus +15% while the defender has +10% Fire elemental shield, the final result will be +15%*(0.9)=+13.5% of additional Fire elemental damage.
Summary:
- any weapon enchantments are useful for any faction, but are most useful for the attackers;
– magic shield enchantments are useful against magic damage, but not against spells;
– enchantments on rings, amulets, and cloaks are useful only for the factions using Chaos and Nature magic, as well as the "Decay" spell (Darkness magic).
Watchers' guild
Ancient tales of a secretive guild of watchmen that would defend the Empire lands from its numerous enemies long before every other guild appeared were passed from generation to generation, from dynasty to dynasty. The watchmen would defend the Empire with a shield unseen, fighting the invaders, punishing the villains, guarding ancient relics and protecting magical leylines. At times, woeful events would disturb the relevant calm in the Empire, forcing the nobility to take arms to defend their land as it would seem that the saving hand of the guild had vanished. But over time things would resume their normal course.
Many Heroes of the Empire, as well as Lords and Ladies later on, sought to discover the guild's location and the watchmen themselves, but the latter waited for the fateful hour. They knew that eventually times of great disturbance would come and the Empire would appear under too much tension. And that then, only the most prominent of the heroes and lords would have to be accepted among the ranks of the veteran Watchmen.
1. Any Lord or Lady of combat level 3 and above may join the new guild;
2. In order to join the guild, you will need to run a test errand offered by the guildmaster;
3. Watchers' Guild may be accessed via the link, as well as in the top right corner of the map.
1. Three Watchers' Guild errands are available each day. Errands are changed at midnight;
2. The first successful completion of an errand is awarded with gold scaling by your combat level;
3. Success of your combat is ranked in stars (from 1 to 3), depending on suffered casualties. The better an errand is completed, the more experience, faction skill points and guild points you will receive. A 3 star errand will also earn a random creature armament;
4. An errand with its success ranked at 1 or 2 stars may be re-run to improve your result and get the difference of experience, faction skill points and guild points;
5. If a re-run errand is failed or the result isn't improved, the difference of points will not be received;
6. An errand may only be re-run with the faction and class from the initial attempt;
7. Only shop artifacts are accepted in guild errands. Artifact enchantments have no effect;
8. For each combat level there is a set level of required and recommended ammunition points;
9. Errand complexity increases with each new guild level;
10. All guild errands are accomplishable a posteriori (already completed at the given combat level with the given faction and class);
11. The potion of skill has effect in Watchers' Guild combats (at average faction skill level at the given combat level).
Adventurers' Guild (Battle Campaigns)
Uniting avid adventurers and thrill seekers, this guild awards guild points for completing Battle Campaigns. Battle Campaigns offer intriguing adventures on graphic minimaps in which you wage battle, collect valuable items and interact with story characters. Unlike quest missions, campaigns battles feature opponents whose armies and stats generally match yours in strength, meaning that you can complete each campaign multiple times with different factions for new and exciting experiences.
1) Each campaign comes in three possible difficulty levels: "Recruit", "Combatant" è "Hero". The Hero level unlocks after you successfully complete a campaign on the Combatant level.
2) For the first time you successfully complete a campaign on each difficulty level (using a particular faction and class), you will receive a valuable reward depending on the chosen difficulty. Rewards may include diamonds, estate certificates (100 are needed to claim an estate), gold, resources, artifacts and/or creature armaments.
3) You can fight campaign battles wearing any artifacts, but enchantments have NO effect.
4) Experience points and faction skill points for campaign battles won are awarded only for the first time you play a campaign on a given combat level, with a given faction and class, on each difficulty level. If you happen to lose the same campaign battle several times, you will only receive (partial) experience and skill points for the first loss.
5) When you replay a campaign with a different faction or class, you will face different enemies. All battles are known to be winnable.
6) Similar to the Watchers' Guild, your performance in campaign battles is evaluated based on how much of your army survives. The highest possible result may be attained only by winning all of the available battles in a campaign.
7) If you attempt and lose the same battle three times or more, the enemy’s army will be weakened, but an eventual victory will only earn you the minimum score.
8) The guild maintains rankings per combat level, taking into account all of a player’s campaign completions, including all the factions and classes used.
9) Potion of Skill is effective when fighting campaign battles, based on the average faction skill level of players at your combat level.
10) Neutral creatures cannot be met in guild battles, equipment bonuses to reduce / increase damage on neutral creatures do not apply.
There are 5 campaigns available for Lords and Ladies at this moment:
1) Finding the Healer (maximum battles available - 18)
2) Amnitis Mysteries (maximum battles available - 26)
3) Mysterious epidemic (maximum battles available - 21)
4) Tribal Spirit (maximum battles available - 15)
5) Into the hell (maximum battles available - 18)
Your guild points are the sum of your best scores for each campaign completion with each faction and class, out of all difficulty levels. This means that when you complete a campaign a second (or third, etc.) time with the same faction and class, you can earn additional guild points only if you improve your score, which is calculated per the formula below:
- 0.8 * Efficiency rate for Recruit level
- 1 * Efficiency rate for Combatant level
- 1.2 * Efficiency rate for Hero level
Example: You complete Finding the Healer as a 15 CL Elf on medium (Combatant) difficulty.Your efficiency rate is 90%. For this you earn 100 * 0.9 = 90 Adventurers’ Guild points. Next, you complete the same Campaign as a Charmer Elf on high (Hero) difficulty. Your efficiency rate is 100%. For this you earn an additional 120 * 1.2 = 120 guild points. Then you level up to CL 16. You may complete the same Campaign as Charmer Elf again, and you would earn experience points, skill points and other rewards, but you would NOT earn any more Adventurers’ Guild points no matter what score you get. However, if you complete the Campaign as a regular Elf and get a higher score than you did originally on CL 15, you can earn additional guild points: up to 10 extra points if you choose Combatant difficulty (100 - 90), or up to 30 extra points (120 - 90) if you choose Hero difficulty.
Leaders’ Guild
The grand walls of the Leaders’ Guild offer all Lords and Ladies of combat level 5 or higher the opportunity to prove their full leadership potential, both for their own benefit and that of the Empire, and lead their followers to everlasting glory.
In order to perform Guild tasks, the Heroes need to gather their army.
Once every five battles for which the acquired skill points are not less than 0.3 and artifacts deteriorate, a random stack of creatures will join you.
The total leadership value of the creatures that join you depends on whether the battles were won and how much AP was worn.
Guild features:
1. Each Lord or Lady can form an army from the detachments of followers available to them and send them to complete special challenges.
2. The number of creatures recruited depends on your leadership capacity and the leadership value of the creatures. Your leadership capacity is determined by your level in the Leaders’ Guild.
3. The total leadership value of one recruited creature type cannot exceed 40% of your leadership capacity.
4. A maximum of three challenges, or four challenges with the Abu-Bakir’s Charm, are available to you at a time. Challenges are replenished at the rate of one every three hours until they reach the maximum number.
5. In any challenge there are three levels of difficulty; the more difficult the opponent, the more gold and Guild points you can earn.
6. Having lost a challenge at one of the levels of difficulty, you may still try to win the challenge on a different difficulty.
7. Upon completion of a challenge, a new one, if available, will be presented. A challenge is considered completed if you win it at any difficulty level, lose it at all levels of difficulty, or skip it.
8. Fights take place without artifacts, skills, or participation of your character. After placing the units, if you wish, you can activate automatic combat.
9. You do not receive experience and faction skill points in these battles, and artifacts do not wear out.
10. The army lost in battle disappears from your reserve, but after the battle you can resurrect uncommon, rare, epic and mythic creatures for gold.
The cost of resurrection depends on the leadership value of the creature. Creature resurrection discount:
10% – for Rare creatures
15% – for Epic creatures
20% – for Mythic creatures
Creatures that died and were resurrected during the battle (with the help of skills or spells of creatures, for example, by "Rebirth", "Life Drain", "Raise Dead", "Resurrection", etc.) are considered dead when counting losses based on the battle results of the battle. The number of dead creatures in this case is calculated by the formula: Initial number of creatures on the stack - The minimum number of creatures on the stack for the entire battle = Number of dead creatures.
Example: The Lord/Lady took 10 Vampires into battle. During the battle, the number of Vampires dropped to 7 several times (no more than 3 Vampires died before they recovered, a total of 9 Vampires were killed in the battle). Vampires attacked enemy units, drained their health, and as a result, by the end of the battle, they fully recovered - there were 10 of them again. At the end of the battle, 3 Vampires will be considered dead.
According to the formula: 10 - 7 = 3
Important! If you do not resurrect the creatures within 30 days from the date of death, they will disappear.
11. The higher your guild level, the higher the likelihood of rarer troops joining you.
12. You can exchange a troop of followers for a random higher-rarity troop of the same faction. Only 50,000 leadership-value worth of creatures may be exchanged at a time.
13. Especially dangerous targets
Once a day, each player is given a special challenge, which is the same for all Lords and Ladies of the same Leaders’ guild level (from 0 to 10+);
The enemy forces may include mixed faction troops possibly led by a hero and include dangerous bosses and monsters.;
For successfully completing the challenge you will be rewarded with a large amount of gold, +2 Leaders’ Guild points and 10 parts of a Secret Scroll of Calling;
Combats against especially dangerous targets are not available for viewing until the rewards are given out;
Especially dangerous targets have their own daily Rankings
The rankings are based on the percentage of your troops that survive in battle after clearing the challenge. The more troops you keep intact, the higher your ranking will be. The top Leaders will receive a Gold, Silver or Bronze achievement every day:
(The achievement should appear in your profile by noon of the next day).
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Gold The top 1% |
Silver The next 2% |
Bronze The next 3% |
14. As the Leaders’ Guild develops, it will introduce new types of challenges and hold more large-scale events.