Difference between revisions of "Knight of Dawn's The Reincarnation Simplified Guide"
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==Understanding the human side of this game== | ==Understanding the human side of this game== | ||
Revision as of 14:55, 15 January 2011
Contents
- 1 Updated 15/01/2011 10:55pm
- 1.1 Understanding the human side of this game
- 1.2 Understanding the game
- 1.3 Understanding the Colours
- 1.4 What colours to attack?
- 1.5 How do I defend?
- 1.6 Starting Strategies
- 1.7 Mid Game strategies
- 1.8 End Game strategies
- 1.9 Enchantments for different colours
- 1.10 The art of getting the 1st hero @ turn 121
- 1.11 Kiling a mage
- 1.12 Building Through Spells
- 1.13 Surviving War
- 1.14 The risks of spelling from below
- 1.15 War Enchanments
- 1.16 How to use your counter token the right way
- 1.17 The Art of Catfishing
- 1.18 War targets- who to focus on
- 1.19 Controlling the Black Market
- 1.20 Controlling items and economy of TR
- 1.21 Analysis on battle items
- 1.22 Oversummoning in a no oversummoning server
- 1.23 How to judge target's fatness
- 1.24 When to siege, regular or explore
- 1.25 Magical compass
- 1.26 Passing uniques - The Iron Golem
- 1.27 Current Metagame, Common stacks and counters
- 1.28 Stealing a unique the correct way
- 1.29 Guild Block and why is this efficient in ranking
- 1.30 Buildings % ratio and setup
- 1.31 D Abuse
- 1.32 What skills to focus on and why
- 1.33 Lady Luck
- 1.34 LA, Gelding & Pillages. Which is better & why?
- 1.35 Long attack runs and when you should stop
- 1.36 Target selection and how to do it the correct way
- 1.37 Importance of BR sharing and documenting
- 1.38 Units stats analysed/Spreadsheet
- 1.39 Blacker's BR Analyzer - why & How to use it
- 1.40 Stacking % ratio and how to stack well
- 1.41 All possible stacks for green
- 1.42 All possible stack for blue
- 1.43 All possible stack for red
- 1.44 All possible stack for black
- 1.45 All possible stack for white
- 1.46 The importance of efficiency
- 1.47 What heroes for each colours
- 1.48 How to Whore for each colour
- 1.49 Coordinated attacks
- 1.50 Getting around RoEs
- 1.51 Countering when attacked and why
- 1.52 Devil baiting
- 1.53 Surviving Devils counters
- 1.54 Uniques, heroes and skills abuse
- 1.55 Indepth guide for all colours and why it works
- 1.56 ARMA Power up!
Updated 15/01/2011 10:55pm
Understanding the human side of this game
- The remaining players that play TR have reinforced a type of RoE that suit this smaller player base of around 500 people. That is no over-targetting on any particular mage.
- NDs are usually new players and have to be respected. For NDs, I will personally advise to join a guild.
- There will be people that camp infront of their computers and do online attacks. This is the sort of people that do opportunistic attacks on weakened mages. The player base is too small to see lots of attacks on any particular mage for them to be weakened when you're online doing your run.
- There will be people that look at the black market non-stop for any good bargains or uniques/heroes/items/spells. You will see a frequent over-bid on your bid in the market just when your bid hits the last minute and this will continue till you place a much higher bid.
- There will be people that immediately resummon, when they're attacked, to protect their land. That's why opportunitic online campers exist, this is to counter this resummoning trend.
- There will be people that tie their emotions to this game and counter you with whatever they have. Such as spells,multiple attacks and hate mails.
Understanding the game
This game revolves around the concept that you have to gain more land than you lose. All stacks are breakable and there are no perfect stacks but there are ways that you can make your stack unbeatable to attackers by using items/spells/uniques/heroes/enchaments or even skills. Losing lands to attackers doesn't mean much, if you can gain back double the amount of land that you've lost.
In a nutshell, a positive land income will let you rank higher; while a negative land income will drop you down the rank list. If you don't gain land, you will stagnate and you're just waiting for someone to counter stack you and drop you down the rank list.
Understanding the Colours
Look at this Pentagram, there are five colours in total, the two colours beside a chosen colour are the adjacent colours. The remaining non-adjacent colours left on the Pentagram form the opposite colours to your chosen specialty.
Red
- Pros: Units with high AP Fire based attacks, with resistance reducing spells and synergy with Oil Flask.
- Cons: Units with vulnerable holes in resistance such as weakness to Cold attack and lower HP/NP ratio (in exchange for damage). Units with high gold upkeep.
Black
- Pros: Units with Paralyse,Magic,Cold,Poison based attacks. Units with steal-life,fear & double strike abilities.
- Cons: Undisbandable pop-sucking units. Possible pop-spiral if you don't keep a careful watch on your pop. Difficult for new players.
Blue
- Pros: Access to all complex spells and units with various abilities and attacks. Uses ranged units with magic or psychic attacks.
- Cons: Mana-intensive when you're casting off-colour spells.
White
- Pros: With units that have Holy based attacks and Healing & Large shield abilities. A specialty with access to various enchatments. Access to Love & Peace and the Holy Light that boost white units trememdously.
- Cons: High Gold upkeep, weaker AP/NP units and mostly ground based units with melee attacks. Rely on THL or SOL to add holy attack type.
Green
- Pros: Access to units-enhancing enchanments such as Enlarge Animal and Plant Growth. Melee based units where their attack type can be altered by Flame Blade, Sword of Light , Vial of Venom or amplified by Rust armour. Have high HP/NP units with strong resistance to most attack types.
- Cons: A specialty that rely heavily on enchaments. Mana-Intensive. Units have a low attack initiative of 1 and can be stopped by Web of the Spider woman or Slow. Melee attacks can be greatly reduced by Brooch of Protection.
What colours to attack?
Now that you have chosen a specialty and finished researching your spells. What colours to attack depends on the units that you intent to summon. Having a specific specialty allows you to summon specific units easier compared to some other units. You have to focus more on on-colour units to be efficient.
For example, black is your specialty and you intent to summon Liches.
Liches have Cold ranged & Magic ranged attacks with the fear ability.
Looking at this unit strengths: attack type, abilities, attack resistance, spells resistance, attack initiative and Health point. You have to determine which unit liches will be efficient in killing. In this case, Red Dragon will be the easiest for Liches to kill.
Reasons:
- Fear ability are negated when a unit with Fear attacks another unit with Fear.
- Liches have ranged attacks that can hit flying units.(RD is a unit with flying)
- RDs have weakness to Cold. This means Cold attack deals twice the amount of damage.
- Liches have high resistances to most attack type.
This whole process of choosing your units for your stack continues till you're satisfied or reached the 10 combat stacks limit.
In a nutshell, attack depends on your units and the target you're hunting not on the colour you're using. Combat item & spell may help and change the battle outcome but don't rely entirely on them(these need to get through 75% barriers to work).
How do I defend?
The advantages of defending
- You have forts HP% boost. Defending against regular attacks recieve half of the HP% boost. Defending against siege attacks recieve full HP% boost.
- Your defend assignment (spell & item) triggers all the time.
- You determine the final NP that attackers start attacking you from.
- Sieges on you have a 10% accuracy penalty. There is no accuracy penalty, if the attacking unit have the abilities Flying or Siege, or they are attacking units with Flying.
- You can have 75% full barriers(Even higher if you have Barrier proficiency).
How do I defend?
You have to look at your units' strength & weakness and predict what colours and type of units will be attacking you. The most common colour and the stack that will deal most damage and gain land from you, will be the one that you have to stack against with usage of items and spells.
For example, you're using mono-RD.
Weakness: Undisbandable, Flying, weakness to attack type cold and Fear gets negated when RDs are attacked by units with Fear.
Looking around at all the colours and the units that they will likely be using, the most damaging colour will be black with heavy liches. Look at the liches' stats and profile, you will see that the cold attack has an initiative of 1. This can be blocked by any initiative reducing spell/item. Web will be a good choice here.
So what spell to use? Now, what else will likely be damaging to RDs? Another unit with cold attack is Demon Knight, with double strike and an attack initiative of 2. However, this unit can't reach RDs as it's a ground based unit. What if the attacker comes in with Carpet of flying/Flight and did a siege on you? Can the RDs hold the attack? Yes, if no item or spell passed barriers. What if DKs gain Flying, Can the RDs hold? No. So how do you negate the flying ability? Gravity Pull.
Final decision on Spell & item
Spell: Gravity Pull
Item: Web of the spider woman
In a nutshell, this is the thought process of defending. You use item & spell that benefit your stacks. A good awareness of the Metagame is crucial in defending. Heavy DKs are uncommon in the current Metagame as they're high pop eaters and undisbandable.
Starting Strategies
1)Rushing
2)Gelding
3)Low-land research
4)High-Land research
Early game, mid game, end game.
I stopped here. KOD
Mid Game strategies
End Game strategies
Enchantments for different colours
White
Basic : THL,L&P,RE,WS,Conc
Optional enchantments
- Cast MB when you have reached above 5k land and when you have the mana to support it.
- Cast Heavenly protection if you have the spell bought from the BM.
- Cast Sunray only if you want to have additional spell protection.
Green
Plant based green
Basic : PG, NF, WS ,Conc, SR
Animal Based green
Basic : EA, WS, Conc, SR
Loring Green (Abusing D status)
Basic : NL , NF, WS, Conc , SR
Mixed Green
Basic : PG, NF , WS , Conc, SR ,EA
Optional enchantments
- RE for additional red spell resistance to your units.
- PfE for additional kingdom spell resistance.
- MB for additional kingdom spell resistance.
Red
Basic : BC,WS
Optional enchantments
- Cast Shroud of darkness when you want additional protection from White's spells.
- Cast SR when you want additional spell protetction.
Black
Basic : BS, SoD, Conc
Optional enchantments
- Cast Mindbar when you want additional spell protection.
- Cast BC when you want to have a higher AP to out-damage attackers.
Blue
Basic : Conc, Hallu , MB, AC
Optional enchantments
- Cast SoD when you want additional spell protection.
- Cast RE when you want to have additional red spell resistance for your units.
The art of getting the 1st hero @ turn 121
Kiling a mage
A mage's death all revolve around the fact that all your forts are destroyed.
There are four ways that a mage can die
- 1)Battle Kill
Being killed in battle when the last fort is destroyed. Enemy (#000) was slained on the battle field.
- 2)Gold crash Kill
You've a negative gold income and you took a turn that destroyed all your forts.
- 3)Spell Kill
Your last fort is destroyed by an enchantment such as MS/DND/Laziness.
- 4)Volcano Eruption Kill
Your last fort is destroyed by the spell VE.
Enchantment kill messages
MS Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Meteor Storm.
DnD Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Death and Decay.
Laziness Kill
Sat June 6 06:06:06 2011 Enemy (#000) was slain by your spell Laziness.
Building Through Spells
Surviving War
The risks of spelling from below
War Enchanments
How to use your counter token the right way
The Art of Catfishing
War targets- who to focus on
Controlling the Black Market
Controlling items and economy of TR
Analysis on battle items
Oversummoning in a no oversummoning server
How to judge target's fatness
When to siege, regular or explore
Magical compass
Passing uniques - The Iron Golem
Current Metagame, Common stacks and counters
Stealing a unique the correct way
Guild Block and why is this efficient in ranking
Buildings % ratio and setup
D Abuse
What skills to focus on and why
Lady Luck
How to get lucky?
- There is a vote for our game at the top of your main log-in page. Click on the 3 links and vote for the game. You have a 35% chance to get luck with each vote. There is no message, just check your status report. You'll get luck sooner or later.
- There is an unique item called the Lucky Charm. Having that will grant permanent favor from Lady Luck
What are the benefits?
- Luck benefits only starts from turn 300 onwards.
- Luck favor last 24 hours from the time you got the favor.
- Increased chance of a higher exploration land gain.
- Increased chance of a higher random modifier unit's attack.
- Increased battle accuracy.
LA, Gelding & Pillages. Which is better & why?
Long attack runs and when you should stop
Target selection and how to do it the correct way
Importance of BR sharing and documenting
Units stats analysed/Spreadsheet
Blacker's BR Analyzer - why & How to use it
Stacking % ratio and how to stack well
All possible stacks for green
Deep stack
Flying stack
Short stack
Counter stack
Fire burst stack
Tree stack
Animals stack
All possible stack for blue
All possible stack for red
All possible stack for black
All possible stack for white
Ground white
Flying white
Deep white
Short white
Unicorn white