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Zinek
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[GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 1:23 am

Complete Player (Guide)

Author: Zinek
Version 1.0
August 24th, 2017

Sorry for the lack of some of the formatting I only noticed after that it didn't copy over when I pasted it into the forum.

If this Guide/Post gets Pinned to top I'll do my best to keep this Guide updated as the patches continue as long as I play the Game, I will also Continue to update/upgrade the formatting because the forum didn't copy my document as I would of liked.

Introduction

Hello, I am Zinek an experienced player who has been playing Art of Conquest (AoC) since its official release in early June. I have noticed as I have been playing that information is not easy to come by for this game. Many players run around confused as to what or how they do things and much of my time in game is spent helping other players by answering their questions.

This guide you are reading now is a comprehensive collection of frequently asked questions I see every day and my thoughts on heroes and races and how you can use them to the best of their ability.

I very much like to discuss game theory and the balance of the game feel free to contribute to the guide by posting below or messaging me directly to discuss the game so we can help it grow together.
If you are a new player and have no idea what you are doing I suggest having a full read through the guide as it will give you a greater understanding of the game as whole.

If you are an experienced player then I suggest going to the sections in the table of contents that interest you, I also suggest you look at the Miscellaneous section as it has some useful tips for all players.

Table of Contents

1.) Starting Out
1.1 Choice of Kingdom
1.1.1 Athaly
1.1.2 Neferak
1.1.3 Icarum
1.1.4 Hyral
1.1.5 Skarn
1.1.6 Dunwulf
1.2 Choosing a hero
1.2.1 Avalon
1.2.2 Avril
1.2.3 Rufio
1.3 Resources
1.3.1 Gold
1.3.2 Elixir
1.3.3 Wood
1.3.4 Blood Diamond
1.3.5 Mithril
1.3.6 Crystal
1.3.7 Honor
1.4 Building your Castle
1.5 Questing
1.5.1 Battle Quests
1.5.2 Escort Quests
1.6 Houses
1.7 City Capture

2.) Heroes
2.1 Free Heroes
2.2 Paid Heroes
2.3 Hero Equipment

3.) Races
3.1 Human
3.1.1 Troops
3.1.2 Research
3.1.3 Army Formations

3.2 Dwarf
3.2.1 Troops
3.2.2 Research
3.2.3 Army Formations

3.3 Lich
3.3.1 Troops
3.3.2 Research
3.3.3 Army Formations

4.) Kings Court

5.) Miscellaneous & Advanced Tips
5.1 Boss Tips
5.2 Upgrading Castle Building Tips
5.3 Research Tips
5.4 General Tips
5.5 Advanced Tips

Starting out

1.1) Choice of Kingdom

Starting out when you open a game it will show you a map with six kingdoms on it. Those six kingdoms are Athaly, Neferak, Icarum, Hyral, Skarn and Dunwulf. Each kingdom has a different position on the map and choosing one will determine where you start in the game which team you will play on and what you will have access to early on. Each kingdom has its advantages and disadvantages such as position on the map, to availability of certain mercenaries or even boss spawn positions. I will go over what each kingdom is where it is located and my thoughts on how powerful that kingdom is overall.

1.1.1) Athaly (Teal)

Athaly is the teal colored team located in the northeastern part of the continent. Athaly is a powerhouse of a nation having early access to the Silver III mercenary Orcs a very powerful frontline unit which will allow you to dominate the early game, these mercenaries cleave their way through any unit that is below Silver IV. Besides this major advantage that experienced players will use to the fullest Athaly also has the best location the map with its early game borders stretching to most of the medium and large cities on the continent which gives Athaly an advantage when going to capture these cities. Another thing to take into consideration of Athaly is Escort time for resource carts, time are usually short because Athaly is usually in the center of the action.

1.1.2) Neferak (Yellow)

Neferak is the yellow colored team located in the eastern part of the continent. This kingdoms position is very favorable as it is easily defendable with only having one competing nation on its early game borders. Neferak like Athaly has early access to the Silver III Orcs in Davos, which allows them to aggressively expand their borders early. Before the change of increasing Quest cooldown timers Neferak was king with its position but now it has lost its number one spot to Athaly. Considering the escort of resource quests Neferak is a poor choice as most of its cities are extremely far away from everything which makes the escorts over ten minutes in most cases.

1.1.3) Icarum (Purple)

Icarum is the purple colored team located in the southern part of the continent. This kingdom has a strong position starting out if it can manage to block the advance of Hyral (green) coming from the west. Icarum has access to Bronze II slyphs right off the gate these units are not strong but they have the ability to apply a slow effect on things they hit, these units are very good at helping you kill a boss monster as it slows the boss to a near halt allowing you to kill the boss before it does any real damage to your army. Like Athaly, their position is fairly good for escorting carts as they tend to reside in the center of the continent.

1.1.4) Hyral (Green)

Hyral is the green colored team located in the western part of the continent. Hyral has a very hard starting position as it is surrounded with only a narrow escape into the rest of the continent. This position may seem horrible at first but to an experienced player it is actually a good position because of how the map opens up Hyral actually has early access to most of the large and huge cities early on and this allows for experienced players to contest any and all cities that are being captured besides the far off ones between Athaly and Neferak. I would recommend not playing Hyral unless you know a large amount of experienced player will be playing that team. It is very easy for Hyral to get cut off and pretty much die out within a few days of play and that is a quick way for a new player to lose interest. Hyral has access to Goblin Raiders as their mercenary this unit isn’t very good unless you plan on doing a lot of early game player vs player combat.

1.1.5 Skarn (Blue)

Skarn is the blue colored team located in the northwestern part of the continent. This Kingdom much like Hyral can easily be cut off by other kingdoms and left to die out. Skarn has more breathing room than Hyral as Dunwulf has Athaly to deal with to its east which usually allows Skarn to freely expand south into Hyral with little worry.

1.1.6 Dunwulf (Red)

Dunwulf is the red colored team located in the northern part of the continent. This kingdom has a lot of starting space to work with and doesn’t really expand into the rest of the map until the mid-game, which can hurt the kingdom for the long run. Dunwulf like Athaly and Neferak is a safe bet to play on as it has a lot of space to work with and little to contest with if you expand west towards Skarn early to cut them off and force them south.

1.2) Choice of hero

After selecting a kingdom, the game will ask you to choose one of three heroes. The choices you are given are Avalon, Avril and Rufio. Each hero has their pros and cons and all three are balanced so there is no wrong choice here. You will also receive another one of the three a few minutes into playing the game so choosing only prevents you from having one of the three heroes. I will discuss the heroes further in a later section of the guide.

Avalon

If you choose Avalon you will also get Avril a few minutes later into the game.
This is either the best choice or second best choice depending on a lot of factors, but personally I always choose Avalon because of what he provides to your army and I place Crowd control high up on the level of useful things to have in an army so Avril to me is more useful than Rufio, but others will argue that Rufio is a powerhouse if used correctly and I won’t deny this as it can be true.

Avril

If you choose Avril you will also get Rufio a few minutes later into game.
Do not do this as it will mean you do not get Avalon and Avalon is LITERALLY the most important to have of the three starting heroes as he has the ability to field 3 legions while every other hero in the game can only field 2 legions (and bane can only field 1) for this reason alone he is better than almost any hero in the game.

Rufio

If you choose Rufio you will also get Avalon a few minutes later into the game.
In my opinion, this is either the best or second best choice. Having Avalon is critical for any army while Avril is great, she can also be useless depending on how experienced your enemies are, as if they use Elena Avrils damage will be nearly zero and thus Rufio would be a better choice.

1.3) Resources

1.3.1) Gold

Gold is the primary resource in the game, you use gold for almost everything, such as training troops, upgrading troops, research, buying mercenaries among other things. This is the resource you will probably have the most of and the resource you will spend the most.

1.3.2) Elixir

Elixir is the blue bottle icon resource and it is used to produce some units and research upgrades in the academy. You will likely have an abundance of Elixir unless you play lich as some of their units cost Elixir to produce instead of gold.

1.3.3) Lumber

Lumber is primarily used to build buildings and upgrade buildings, but it is also used to research some upgrades in the academy.

1.3.4) Blood Diamond

Blood Diamonds is the red secondary resource which is used to build advanced units such as Silver and Gold tier units. Blood diamond is common compared to its sister resources of mithril and crystal. This is due to the fact that most of the units built by blood diamond are not staple units for any race and thus everyone usually has a ton of blood diamond laying around, which is great if you specialize in the units that do use blood diamond.

1.3.5) Mithril

Mithril is the green/turquoise colored bar icon resource. It is the rarest of the three advanced resources. This is mostly due to how few mithril mines there are early game and how far away the late game ones are from the capitals, thus making the mines a long cooldown. The other reason why Mithril is so rare is due to it being needed by every race to produce their frontline units. (the most likely unit to die and need replacing) You will find there will be a shortage mithril and players will attack you to plunder all and any mithril you have.

1.3.6) Crystal

Crystal is a fair balance of being needed for staple units while having a lot of mines to produce it. I don’t find there is a shortage of crystal like mithril but it is also not super common like blood diamond.

1.3.7 Honor

Honor is used to increase your rank to unlock new ties of buildings, acquire free heroes and to change your race via your castle building. You gain honor by doing quests and by engaging in player vs player combat. (this includes plundering other player castles)
The ranks are as follows.
Page 150 honor required – Unlocks Vega (adds 20 bronze supply)
Squire 250 honor required – Unlocks Stables, or race equivalent. (adds 20 bronze supply)
Knight 400 honor – Unlocks Grimms, ability to change to the Dwarf race (adds 20 bronze supply)
Baron 800 honor – Unlocks the siege weapons building (adds 20 bronze supply)
Viscount 1500 honor – Unlocks Gazul and the ability to change to the Lich race (adds 20 bronze supply)
Count 3000 honor – Unlocks Priest, or race equivalent (adds 20 bronze supply)
Marquis 5000 honor – Unlocks the final free hero Virion (adds 20 bronze supply)
Duke 10 000 honor – Unlocks your race’s super unit, such as the Angel (adds 100 bronze supply)
Prince 25 000 honor – Unlocks the greater tier of super unit. (adds 100 bronze supply)

Note that ranks Baron and above require you reside in a city that is not your capital to use those buildings and supply, the heroes will still be available even while in the capital.

Ranks Duke and Prince require you to be a governor of any city for Duke and a large or giant city for the rank of Prince.

1.4) Building your Castle

To upgrade you castle buildings you need two things, time and lumber. It is simple to build all and any buildings and just go at your own pace as you play. To get ahead of the other players and to stay competitive with the top end players of your server you will want to think ahead and choose which buildings you want to prioritize.
For example, if you do not plan on being a player whom breaks other players castles down there is little reason to build a siege works (catapult building) as this would be a waste of time and resources. You can just borrow these weapons from players who do invest in them as a primary unit.
What you want to do is always aim to upgrade your main castle building first, so if you have the choice of upgrading your castle to level 10 or upgrading your walls you should build the castle not the walls. To gain the highest advantage possible is to always build your main castle building over any other because this unlocks higher level buildings units and research which is critical.

1.5) Quests

There are two types of quests, battle quests and escort quests.

Battle quests and where you fight a npc army and upon defeating it you are rewarded with resources experience for your heroes and maybe an item or two. You want to try and always complete these quests with the fewest heroes possible (ideally 1 or 2 heroes) this is to conserve energy as energy is the limiting resource for you to play this game.

1.6) Houses

Houses are like guilds in other games, a group of players collect under a name and banner and fight together in a smaller group than say the kingdom. You can make your own house if you so wish, but I would advise against it unless you are an experienced player as it is hard to maintain and lead people if you have no idea what you are doing. Joining a house is almost mandatory in this game as it allows you to unlock things much faster if you reside inside a city and to live in a city you must join a house.

To join a house, go to a city that is player own and tap on the city banner in the top right of the city screen and tap on the join button. If you joined a new server where no city has yet been captured then you will have to search for a house in the house menu on the bottom of your screen indicated by the people shapes. I would suggest if you do not plan on capturing a city and owning a house for you to just wait until someone captures a city and joining their house.

1.7) How to capture a city

To capture a city, you have to first clear out all the strongholds in the city, to do this you siege each one until it is destroyed. Upon destroying all the strongholds, the button on the top of the city screen will change to green and you can tap it. Once you tap on it the hexagons will light up indicating for you to tap on one to move to that hexagon. Once you do a flag will be placed down on that hexagon you most hold that position for ten minutes and you will capture the city. Players will attempt to stop you by dueling you, if you lose the duel you will be kicked out of the city.

I would advise when capturing or attempting to capture a city, to bring friends as it is impossible to do so alone, you will wither yourself to thin resources wise either by lack of energy or loss of troops.

2.1) Heroes

Depending on which hero you pick at the start you will be missing either Rufio, Avalon or Avril from the seven free heroes, each player will get six heroes for free the rest will need to be bought. This includes the starting hero, you can buy the starting hero you are missing if you so desire, but I advise you to buy another hero unless it is Avalon you are missing.

Recently the game has made it so you have to be a certain level to learn hero abilities, as this makes battles a little more balanced it also means it is harder to focus on certain skills to make a niche army.

The level requirements are as follows

Normal Abilities

Rank 1 – no requirement
Rank 2 – Hero level 3
Rank 3 – Hero level 10
Rank 4 – Hero level 15
Rank 5 – Hero level 20
Rank 6 – Hero level 30
Rank 7 – Hero level 40
Rank 8 – (Have Rank 7 and the item that gives +1 to that skill equipped)

Final Ability

Rank 1 - level 10
Rank 2 – level 15
Rank 3 – level 25
Rank 4 – level 35
Rank 5 – (have rank 4 and the item that gives +1 to that skill equipped)

Heroes also provide a passive buff to your army depending on what stats they have. The four stats of heroes are Might, Magic, Stamina and Command. The amount of the buff is calculated as the following: the sum of all stats of your heroes you fielded in battle is pooled together for each stat. the same is done for the enemy player you are dueling. If you have more stat than the other player in that particular stat you will gain a buff, and that buff increases as you have more of that stat over them.
For example, if you and your opponent field 6 heroes (the standard amount) and your heroes have a total of 50 might between all 6 and your opponent has 40 you have 10 more might than them. This means you gain the buff. This is calculated for all four stats the buffs you receive are as follows.

Might – Gain 0.5% physical damage to all units per point of might over the enemy (includes heroes)
Magic – Gain 0.5% magic damage to all units per point of magic over the enemy (includes heroes)
Stamina – Gain 0.5% max health to all units per point of stamina over the enemy.
Command – Gain 0.5% attack speed to all units per point of command over the enemy.

These buffs can become huge game breaking buffs, in one duel I have over 40% attack speed provided to my army as I focus heavily on command while I find a lot of other players do not. This allowed for my army to just steamroll their way through the enemy.
The following stats also give benefits to your heroes outside of battle.

Magic – Every 5 points of magic on a hero provides +1 Max Mana
Stamina – Every 5 points of magic on a hero provides +1 Max Energy

Hero Tier List

This list is based off the current meta of each race and how each hero is viable overall and its general usefulness in battle/situational strategies. This is not based on how powerful your personal hero is because anyone can have a maxed out stat hero and it will be “good”.

SS tier is a tier on its own, basically if anyone sits here that hero is overpowered bar none.
S tier is where the best heroes are that provides the most to your army and chances of winning or minimalizing losses.
A tier is where the heroes which have a good balance of skills and are used in the meta and provide strategic ability to out game your opponent.
B tier is for heroes above the average hero power level that I have set in my head.
C tier is the average hero power level.
D tier is for heroes that are under performing in the current meta and I advise not using them if possible.
N/A heroes not currently in game

SS Tier – Jacques
S Tier – Avalon, Elena, Vega
A Tier – Tiadrin, Gazul, Virion, Cleo, Rose, Nora
B Tier – Avril, Vallari, Gan, Gafgar, Bane
C Tier – Grimms,
D Tier – Rufio, Wraxius
N/A – Gan, Nora, Wraxius

2.1) Free Heroes

Avalon

Avalon is probably the most powerful of the three base heroes, as he provides the most support to your army. He can deploy 3 legions of units compared to the normal 2. He is a powerhouse of a support unit which can really change the outcome of any battle, ideally you should use a human army if you plan to use Avalon as your primary hero, he also does well with dwarf humanoid units.

Arrow Volley

Avalon targets a volley of 80 flaming arrows on the battlefield. Enemies struck take X points of burning damage. Troops that die from the burning damage will explode Bonus based on Might.
This ability allows you to target snipe out important targets like enemy archers or even heroes such as Vega. Using this ability in such a way will change the outcomes of a battle.

Summon Archers (costs 1 Energy)

Avalon summons a group of Archers to assist in battle for 30 seconds. The overall Power of the summoned Archers cannot exceed X. (summon silver archers at rank 4, gold at rank 8)
This ability allows you to summon two extra legions of archers and place them anywhere in range, this is incredibly powerful, as you can just summon archers into the enemy backline and they will just destroy everything. Try and use this skill sparingly as it does cost one energy to use and energy is your most valuable resource.

War Horn

When he takes the battlefield, Avalon blows his War Horn, increasing the attack speed of nearby allies by X% for 8 seconds.
This ability is very nice if you are able to take advantage of it, try and place Avalon in the center where he can buff 2-5 legions of troops with the war horn, if you place him and your troops properly you can double your damage output for initial start of a fight which is critical to starting a landslide victory and chaining morale boosts.

Archer Mastery

Avalon is skilled at leading archers into battle. When he is on the battlefield, all allied Archers, Longbowmen, and Feather bows have their damage and max HP increased by X%. (32% at 8/7)
This ability makes archers an already high damage per second unit even stronger, it is actually crazy how high archers damage is when you max this and War horn, things melt.

Ardent Aura

Avalon leads an extremely disciplined army. When he is on the battlefield, all allied humanoid units have their max hit points increased by X%. (32% at 8/7)
This ability is outstanding as it allows your squishy humanoid units to gain a large percentage of health which is very much appreciated since human units lack a tanky frontline unit that can take a hit.

Natural Leader

As Prince of the Silverwings, Avalon is beloved by his troops. They are heartened when he takes the field, allowing him to deploy 1 additional troop. Also increases your bronze supply cap by 40+40/level, which in turn raises your Silver and Gold supply caps. (100 bronze = 5 gold supply)
Get this skill one rank is all you need but this skill is probably one of if not the most powerful skill in the game, allowing you to field one extra legion onto the battlefield, having 5 legions of archers instead of 4 while still maintaining your frontline or having an extra legion of priests for healing is amazing. Maxing this skill also provides you with 8 extra gold supply which is half a pack of gold priests, or 8 more gold archers this is huge, especially with the new academy research that increases legion sizes this 8 supply will be needed in the end game.

Building Avalon

How you build Avalon depends on what race you are so I will list three builds for Avalon

Human Based Avalon

When using Avalon with a human army you want to focus on archers, so get archer mastery as high as you can and get summon archer as high as you can. Get one point in natural leader for the extra legion deployment and after that I would spend extra points into ardent aura to provide your whole army with some extra health. If you still have ability points left over go into Arrow Volley, leaving War Horn out of the picture, as it is nice but doesn’t provide the strategic bonus of a well-aimed arrow volley on a squishy target.

Lich Based Avalon

Get one point in natural leader and max out Summon archers, then the rest into arrow volley everything else is wasted on lich unless you want to go with War Horn and have him be an attack speed buff bot for a few Spiders (two spiders max unless you want to place your units in a none standard way which could be dangerous)

Dwarf Based Avalon

Now depending on what army type you go as dwarf changes Avalon, if you go with a humanoid army build him the same as you would as Human based Avalon, if you are using mechs as your army build him as you would build Lich Based Avalon.

Equipping Avalon

Avalon is a hero based around supporting an army so his primary stat you want him to have is Command. He is also a melee physical attacker so you also want to give him some Might and Stamina as the might boosts his arrow volley and provides physical damage reduction, while stamina gives him a larger health pool.

An ideal equipment setup besides full legendary items for Avalon would be as follows:

Weapon: Radiant Edge (+3 might +1 command)
Banner: Imperial Banner (+4 command +1 to Archer Mastery)
Helm: Aylan’s Crown (+8/9 command +3 stamina) this item is acquired from the last dragon boss
Armor: Radiant Breastplate (+1 command +3 stamina)
Relic 1: Radiant Ring (+1 might +3 command)
Relic 2: Golden Goblet (+4 command +1 to Ardent Aura)
Having 3/6 of the Radiant items equipped provides +8 command to that hero, which is equal to a legendary item in stats alone, so having 3/6 equipped on Avalon is very good.

Avril

Avril is a powerful Crowd controller that can turn the tide of the battle with her spells which greatly affects the battlefield, she is a great asset to your army for player vs player duels and castle sieges. Her ice spells can freeze enemies stopping them from moving or attacking for a period which allows your army to completely steamroll your way to victory.

Ice Nova (costs 1 mana)
Avril summons a frost nova on the battlefield, dealing X points of freezing damage to enemies within a circular area of radius 5. Units that accumulate a set amount of freezing damage will be frozen. Freezing damage dealt is affected by Magic
This spell isn’t really worth your time it is basically a worse version of Avalon’s Arrow Volley ability.

Ice Vortex
Avril's normal attack has a 25% chance to shoot an icicle, dealing X freezing damage to the target and a smaller amount of freezing damage to nearby enemies.
Get one point in this skill just to boost Avril’s damage and sometimes freeze a few enemy troops it adds up.

Ice Wall (costs 1 mana)
Avril casts an Ice Wall that enemies cannot pass through for X seconds. Giant units can shatter the wall.
Get one point in this ability just to use against human Calvary as it stops them from charging, you can also use this against heavy melee army comps to delay them from getting to your army.

Blizzard (costs 3 mana)
Avril summons 30 massive hailstones on the target area, each hailstone dealing X freezing damage to enemies stuck. Units that accumulate a set amount of freezing damage will be frozen. Freezing damage dealt is affected by Magic
This is Avril’s bread and butter max this skill as much as you can it is a great skill.

Gifted Mage
As a wise mage, Avril has incredible control over magic powers, and can receive an additional X magic.
Get this ability if you have ability points to spare it will help increase the damage output of blizzard.

Rapid Cast
Avril's spells can be cast twice in battle, and all her spells cooldowns are reduced by X second
Get one point into Rapid Cast as it allows you to cast Blizzard twice in one battle, this map eat all your current mana on Avril but it will probably also win you the battle.

Building Avril

Avril is a support Mage and you should build her skills as such. So, you want to put one point into Rapid Cast so you can cast those critical spells twice in a battle which allows for a lot of variability.

I always get one point into Ice wall just to have it ready for use to block Cavalry charges or to delay enemy melee troops from getting to my melee troops or to clump the enemy up so my splash damage attacks hit more targets.
I would also get one point in Ice Vortex just to have it to increase Avrils damage during battle it also has the added effect of freezing enemies if it deals enough damage which can make all the difference.

After that I would focus on stacking as many points as you can into either Frost Nova or Blizzard. Depending on if you need instant freezing on a small group of units or freezing after a few seconds on most of the battlefield. Also take into consideration the mana costs of Frost Nova vs Blizzard, if you cast either twice in one battle that is 2 mana vs 6 mana spent in one battle, so if you except to use either a lot then I would suggest going with Frost Nova as it is better to save your limited mana potions for Vega to use Favor of the sun god. Unless you are using an undead or mech army than I would suggest using Blizzard.

Equipping Avril

Avril needs a lot of magic to shine, so you primarily want to have her equipped with 3/6 of the Cosmic set to gain that +8 magic. Why only 3/6 when the set gives +1 to blizzard and I said you want to have as many ranks in blizzard as possible? That is because the other 3 pieces will always be on Vega if you use a humanoid army as her favor of the sun god scales off magic and healing your army for 100% of its health every second for 10-30 seconds is better than any amount of damage blizzard can provide unless blizzard one shots an army, which it never will.

You will also have 3/6 on Gazul if you plan on using an undead or Mech army as he needs the +8 magic as well to increase his chances in reanimating corpses, or to boost the damage on soulless scourge which like blizzard deals large damage across a large portion of the battlefield.

Here is an example of items that would fit Avril well that isn’t all legendary items.

Weapon: Cosmic Scepter (+4 magic)
Cloak: Cosmic Mantle (+2 magic +2 command)
Helm: Conjurer’s Cap (+4 magic +1 to Ice Vortex)
Armor: Mantle of Wisdom (+1 magic +2 command +1 stamina)
Relic 1: Cosmic Ring (+3 magic +1 stamina)
Relic 2: Runic Manuscript (+3 magic +1 stamina)

Rufio

Rufio is a bruiser hero, which means he wants to get right into the thick of the action and beat some skulls in. I personally do not find him to be a very effective hero especially now that we have lowered the power of heroes by limiting skill focusing. He gets burned down rather quickly by enemy troops and dies causing a morale boost for the enemy. Rufio is good at player vs Environment encounters (fighting npcs or bosses) he can tank bosses very well and it makes it rathe easy to beat bosses if you have Rufio.

Heroic Leap
Rufio leaps into the air, slamming into the ground in the specified area, dealing X damage to enemy units in range and stunning them. Bonus damage based on Might.
Much like Avalon’s arrow volley skill you can use Rufio with Heroic leap to jump to important targets and damage them greatly, once there you can use Blade Dance to do some real damage. You can also use this skill to cheese boss battles, leaping behind the boss, the boss will target Rufio and with his Resilience ability he can tank the boss almost indefinitely allowing you to safety kill the boss without taking many losses.

Chopping Blade
Rufio controls his blade at certain intervals with his mind, casting Chopping Blade on enemies in front of him, dealing X damage. Bonus damage based on Might.
Chopping Blade is an ability that has roughly 25% chance to proc on melee hit, it will deal considerable damage to the primary target and minor damage to enemies around that target. This ability isn’t all the great and I only really pick it up because there isn’t any other options Rufio’s skill set isn’t amazing.

Strong Physique
Rufio is a grizzled veteran of many battles, granting him a rugged body, recovering faster after receiving serious injuries. Rufio's injury recovery time is reduced by X%.
This skill allows Rufio to heal from being slain in battle faster than other heroes, this skill is completely uselss the only time he should be dying is in pvp and if he dies in pvp so do all your other heoes and you have a 60 minute debuff where you cannot pvp during that time so you do not need rufio to heal faster, this skill is useless do not get it.

Blade Dance (costs 1 energy)
Rufio spins with blade, spinning towards the specified location, dealing up to X damage to enemies hit along the way. Bonus damage based on Might
This skill is decent not really worth the energy cost if you ask me or the global cooldown on the rest of your skills, you have more important spells to cast than this one and by the time you get to the point where you do have time Rufio is either dead, or the battle is close to finishing and it would be a waste of energy.

Resilience
Rufio will continually recover HP on the battlefield, recovering X HP per second.
Get this skill it allows him to tank somewhat and there is no other skill really worth getting.

Destructive One
Rufio is endowed with awesome destructive power, dealing X times the damage to all the enemy units
Get this skill to boost Rufio’s lack luster damage.

Building Rufio
Rufio is a melee brawler whom will die. A lot. So his primary stat is Stamina, followed by Might, if you can get these two stats high enough he might survive long enough to be worth using the cooldown to get him into the fray.
I would get one point in heroic leap just for mobility. One point in chopping blade for added damage and stun. I would dump the rest of his points into Resilience to help keep himself alive. All extra points go either into chopping blade or heroic leap.
If you want to be wasteful of his life and opt for a damage build stack all points into Blade dance and hope for the best maybe he can kill the squishies before they kill him.

Equipping Rufio

Weapon: Legendary Broadsword (+7 might)
weapon 2 or shield: Legendary Broadsword or Warrior’s Pride (+12 might +2 stamina)
Helm: Steel Helmet (+1 might +3 stamina)
Armor: Exquisite Chest plate (+7 stamina)
Relic 1: Necklace of Fortune (+2 might +2stamina)
Relic 2: Necklace of Fortune

Vega
Vega is probably the most important hero to have if you are using an army that can be healed (any unit that is not a mechanical or undead unit) Vega and her ability favor of the sun god heals all allied forces on the battlefield which is frankly overpowered.

Heal (costs 1 mana)
Vega casts healing on the specified area, healing friendly troops and causing them to recover X HP. Has no effect on Undead, Mech, and Building Units. Bonus based on Magic
Get one point in this ability just to spot heal your army and apply the boosted healing ability (which reduces damage taken by 30% for 4 seconds)

Mana Barrier (costs 2 mana)
Vega summons 1 magic shield with X HP that can effectively block the enemy's ranged archers and ranged magic damage, lasts for X seconds. Bonus based on Magic
This ability absorbs incoming ranged attacks such as arrows from archers, it really helps save your army.

Saving Lives
Vega boosts the troop injury rate by X%, saving more troops from death in battle. (8% at 8/7)
Maxing this skill and having Elena’s saving lives at 8/7 as well and having +10 injury reduction as a bonus perk from King’s Court allows you to have 96% recovery chance while in enemy lands!

Priestess Mastery
With the blessing of the Sun God, when Vega is on the battlefield, all allied Priestesses, Abbesses, and Saints have damage and max HP increased by X%. Bonus based on Command (32% at 8/7)
Keeps your priests alive longer, your priests don’t attack often as they are busy healing so this skill isn’t really needed you are better off getting saving lives.

Boosted Healing
Allied units that are healed by Vega's abilities will also get a shield that allows them to reduce damage taken by 30%, as well as having a healing effect for X seconds. Bonus based on Magic
You only need one point in this skill each point more only adds 1 second to the buff which isn’t worth the ability points.

Favor of the Sun God (costs 5 mana)
Vega summons a Sun God Blessing for allied troops, causing all allies to continuously recover HP for X seconds. Has no effect on Undead, Mech, and Building Units. Bonus based on Magic
THIS SKILL IS LITERALLY GOD TIER IT IS SO IMPORTANT TO ANY ARMY THAT HAS NONE UNDEAD/MECHINICAL UNITS THAT I AM PUTTING THIS COMMENT IN CAPITALS.

Building Vega
Vega is typical healer, so she is very squishy but provides a large range of support spells. She needs only magic as she will die if anything touches her, so just maximize her magic stat and maybe some stamina so you can use her one or two more times a day.
You want to get one point into Vega’s base skill “Heal” and use it only when you need to spot heal a group of units to keep them from dying, this spell is used more to provide “Boosted Heal” rather than the healing itself. This means get one point in Boosted Heal. After those two skills put all your points into Favor of the Sun God, make sure this skill is as high level as you can get it at all times, after that dump everything spare into Mana Barrier. If you are playing super late game put the rest into saving lives.

Equipping Vega
Refer to Avril for equipment for early/mid game, just stack as much magic as possible. Late game you will want to equip all of Vegas plus to ability items as she has quite a few of them and they are good to have, ESPICALLY THE ONE THAT GIVE +1 TO FAVOR OF THE SUN GOD.

Grimms
Grimms is a support hero that buffs dwarf units and siege weapons of all the races, most players just use him as a way to get ahead in a battle by stacking might on him and hoping he hits a good target with suppression fire. Grimms is great but not amazing like the heroes above.

Suppression Fire
Grimms fires a suppressive mortar volley at the enemy after the start of battle, firing 30 mortar shells toward the closest enemy unit and dealing X burning damage to each enemy hit. Units that die from burning damage will explode.
Max this skill regardless of what you plan on doing with grimms.

Smoke Bomb
Grimms shoots a smoke bomb at the target area, enveloping a circular area of radius X for 10 seconds. Allied troops inside the smoke screen have set chance of evading enemy attacks.
Get one point in this skill any more are unnecessary as it only increases the radius of the spell.

Tank Mastery
Grimms is an expert battlefield technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied Tanks, Destroyers, and Excelsiors by X.
Max this if you plan on using tanks, trust me you will need the extra health on these things.

Siege Mastery
Grimms is an expert siege technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied siege weapons by X.
Max this after you max suppression fire.

Ammo Wagon
Aura: Gives allied Ammo Users an additional X% ammo capacity.
Only get this skill if you plan on using dwarf and dwarf ammo units.

Reload Ammunition (costs 1 energy)
Costs 1 Energy. Grimms replenishes the ammo of all allied Ammo Users on the battlefield by X%
Only get this skill if you plan on using a dwarf ammo unit heavy army and think you will need the extra 10 seconds of damage, this skill isn’t really worth it as the new dwarf super unit provides ammo to all units constantly basically a better version of this.

Building Grimms
You max out suppression fire regardless of what you are doing. One point in Smoke bomb for defending a legion by giving it high evade. The rest goes into siege mastery just so your siege weapons deal more damage, that’s it Grimms is simple. If you use Tanks go in tank mastery over siege mastery.

Equipping Grimms
Focus mostly on might and command as a secondary if you can spare it, as the evade chance scales off command and that can really make the difference between survival and death.

Weapon: Legendary Broad Sword (+7 might)
Banner: Underworld Banner (+4 command +2 stamina)
Helm: Sanguine Helm (+2 command +2 stamina)
Armor: Royal Armor (+4 stamina +1 suppression fire)
Relic 1: Sanguine Horn (+3 might +1 stamina)
Relic 2: Sanguine Essence (+1 might + 3 command)

Gazul
Gazul is much like Avalon in the sense that he is a support hero. Where Avalon supports living armies Gazul buffs the undead. Besides his support auras Gazul has a very powerful ability which is Sacrifice, which summons a giant bone golem. This golem is very powerful if used properly and is critical in your defense against lich players who mass spiders.

Resurrect (costs 1 mana)
Gazul resurrects corpses in the target area into skeleton warriors. The stronger the target unit, the less likely it will be resurrected successfully. Any remaining resurrected troops will join your army at the end of the battle. The number of units resurrected cannot exceed 10.
This ability can be used as an emergency troop maker, during battle it can summon just enough troops to win you the day, but be requires Gazul to have very high magic otherwise it may fail to raise any undead. Any undead that survive the battle will be added to your army so you can use this ability to build a lich army for basically free if you spend enough time in quest battles.

Fearsome Aura
Gazul's presence always strikes fear in the hearts of those around him, increasing morale decline for all troops on the battlefield by X%
Do not get this skill unless you are playing lich, as it will also affect your own troops which will make them flee battle more easily.

Skeleton Sacrifice
Gazul sacrifices skeleton troops in the specified area, and summons a massive Skeleton Titan with X bas HP and X base damage to assist in battle. The greater the amount and strength of troops that are sacrificed, the stronger the Skeleton Titan will be.
Max this skill. It summons a giant titan which targets giant units first, use this skill on a pack of skeletons you have been getting from Resurrect and make this thing a monster and it will kill those pesky spiders for you no problem.

Skeleton Mastery
Gazul excels at leading skeletal troops into battle. When he takes to the battlefield, all allied Marauders, Ravagers, Stalkers, Acolytes, Occultists, Warlocks, and Pikemen have their damage and max health increased by X%.
As it currently stands undead units are not viable and thus this skill isn’t worth your time.

Immortal Strength
Gazul's immortal power grants extra power to undead units around him. When he is on the battlefield, all allied undead units have their max hit points increased by X%.
Same as above comment.

Soulless Scourge (costs 5 mana)
Costs 5 mana. Gazul summons a swarm of undead spirits that sweep the battlefield, dealing X damage where they pass.
This skill is a powerful spell that will kill a vast majority of the enemy army, using this to completely crush a section of the battlefield.

Building Gazul
One point into Resurrect so you can raise corpses and have some skeletons to sacrifice for Gazul’s Skeleton Sacrifice ability. Max Skeleton Sacrifice, Max soulless scourge. If you play all mech units or as lich max Fear Aura.

Equipping Gazul
Same as Vega, max his magic stat and get the +1 to skeleton sacrifice item, that’s all. Refer to Avril item setup for an idea of what items to equip.

Virion

Virion used to be a powerhouse solely due to his ability to provide a massive damage reduction aura when your units were under the effects of morale boost. This is no longer the case, now he is a summon bot. You can summon legions of swordsmen with his ability and this is extremely powerful as it can add two legions of swordsmen anywhere to the battlefield greatly changing the outcome of the battle.

Light's Safeguard
When Virion's health drops below 50%, he casts Light's Safeguard on himself, mitigating the damage he takes by 95% for X seconds.
Light's Safeguard can only trigger once per battle.
Get one point in this skill you don’t need any more than that.

Summon Swordsmen (costs 3 mana)
Summons a group of Footmen to assist in battle for 30 seconds. The overall Power of the summoned Footmen cannot exceed X.
Max this skill it is the most powerful of Virions abilities unless you are fielding gold swordsmen.

Lionheart Blade
Each time Virion attacks, there is a 25% chance of triggering the power of the Lionheart Blade, dealing X damage to the enemy as well as immediately healing himself for X health.
Get one point in this skill for the added damage and healing it helps.

Swordsmen Mastery
As Captain of the Guard, whenever Virion is on the battlefield, all allied Footmen, Swordsmen, and Legionnaires have damage and max HP increased by X.
Max this skill if you are using swordsmen in your army, put points into this skill if you are going to use Summon Swordsmen

Crusader Shield
While Virion is on the battlefield, whenever friendly troops get a morale boost, they take X reduced damage.
This skill was nerfed heavily It is a nice win more ability but it isn’t overpowered and game breaking anymore so I would rather put points into Summon Swordsmen for the burst damage.

Crusader Resurrection (costs 4 mana)
Virion offers up a prayer, immediately reviving X allied Footmen, Swordsmen, and Legionnaires. (Units that have fled from the battlefield can't be revived)
Get this skill only if you plan to field Gold Swordsmen, as this makes them undying and basically gives you a free deployment of an extra gold legion.

Building Virion
Get one point into Light’s Safeguard. One point in Lionheart Blade. Max Summon Swordsmen, Max Swordsmen mastery or Crusaders shield. If you are playing human and plan on using Gold Swordsmen get 1 or 2 points into Crusader Resurrection.

Equipping Virion
Build Virion similar to Rufio as he likes to run in and get himself killed. Refer to Rufio’s item setup for a general idea
Last edited by Zinek on Fri Aug 25, 2017 1:52 am, edited 2 times in total.
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. second half (updated for patch 1.14.3)

Fri Aug 25, 2017 1:33 am

2.2) Paid Heroes

Vallari
Vallari is a mage hero that is fire based, so she works much like Avril except she does more damage at the cost of no crowd control, I prefer using Avril and find there are better heroes to buy than Vallari.

Flamestrike (costs 1 mana)
Vallari summons a Flamestrike at the target area, a short time later igniting it into a burning inferno for 3 seconds that deals X burning damage per second to enemy units inside the inferno. Units that die from burning damage will explode.
This ability is much like Avril’s blizzard except it deals more damage but doesn’t freeze enemies

Lotus Fire
Vallari's normal attack has a 25% chance of releasing an explosive fire orb, dealing X burning damage to the target and a smaller amount of burning damage to nearby enemies. Units that die from burning damage will explode.
This skill deals more damage than one would think. Worth putting points into.

Crackling Flames
Through countless hours of research and training with fire magic, Vallari can split her normal fire attacks into X seperate flares.
This skill adds considerable damage to Vallari worth putting a point into.

Rain of Fire (costs 3 mana)
Vallari summons 3 fireballs to strike the target area, each fireball dealing X burning damage to enemies struck. Units that die from burning damage will explore.
Not worth the time you have better spells to cast on other heroes.

Burning
Vallari's fire attacks cause a burning effect that deals X burning damage per second for 10 seconds. Units that die from burning damage will explode.
This Is probably the best skill out of all of them because of how long it lasts, it is very likely that the units will explode because your army will be also damaging them.

Fire Dance
Vallari activates Fire Spirit, greatly increasing her movement and casting speed for X seconds
Not really worth the cooldown unless you have no other spells left to cast.

Building Vallari
(Never bought her so I don’t have any data)

Equipping Vallari
Equip her as you would Avril.

Elena

Elena after her rework of abilities is a powerhouse of a hero, she can retreat units from battle which is amazing for dwarf players or lich players who want to save their spiders or tanks from dying. She also provides a magic damage reduction aura to all allied units which is amazing. Like Avalon and Virion, she also can summon units in this case she summons Calvary to the battlefield, using her Avalon and Virion’s summon in the same battle will probably in most cases guarantee your victory. Elena is my personal favorite unite because of what she is capable of doing and I just love her design as a character alongside Avalon.

Strategic Retreat
Elena commands allied troops to withdraw from the battlefield, to prevent further losses. Using this ability does not affect other ability cooldowns. This ability can be used X times per battle with a cooldown of X seconds between each use.
This ability does not share cooldown with other hero abilities, thus this skill is amazing and you should use it. It can save you a lot of resources and hospital time, got a catapult about to die during a siege? NOPE. Got a tank that’s going to die? NOPE again. This is my favorite skill in the game.

Call the Cavalry (costs 1 energy)
Elena summons X Chargers to assist in battle. Can summon Lancers at ability level 4. Can summon Templars after achieving ability level 8. Troops level based on Command
Amazing skill second only to Summon archer.

Saving Lives
Elena boosts the troop injury rate by 1%, saving more troops from death in battle.
Maxing this skill and having Vega’s saving lives at 8/7 as well and having +10 injury reduction as a bonus perk from King’s Court allows you to have 96% recovery chance while in enemy lands!


Cavalry Specialist
Elena excels at leading Chargers into battle. When she is on the battlefield, all allied Chargers, Lancers, and Templars have damage and max HP increased by X%. (32% at 8/7)
If you are using cavalry get this skill period.

Ready and Willing
Elena has outstanding skills and incredible insight, causing her to receive an additional X% EXP.
Great for getting Elena ahead in the early game get two points into this skill maybe 3 and then respec her abilities after she’s level 25 or so and put those 3 points to better use, or just keep it and level her to 50 a bit faster.

Magic Resistance
Elena hails from a magical bloodline that empowers her to resist the effects of magic. When she is on the battlefield, the magic damage taken by all allied units is reduced by X%
This skill is amazing it is 50% at rank 5/4. That’s right ALL units become magical creates with Elena on the battlefield, nothing will stop your army with this aura active, not except Jacques.

Building Elena
Get 3 points in strategic retreat if you use any siege weapons or mech units like tanks, or even spiders. This ability allows you to minimize losses and this is huge as it can literally save you over 100k gold in one battle. After that max Summon Calvary. Max Calvary specialist next if you are human if not you can opt for ready and Willing.

You want to attempt to keep Elena’s final skill as high level as possible but the last 2 ranks are very expensive so shooting for 2 + her item that gives +1 to that ability is good enough.

Equipping Elena
Get all of her specialty items such as the +1 to summon +1 to magic resistance +1 to Calvary specialist. The other 3 items should be legendries that provide a lot of Command or use 3/6 Avalon set.

Gan
Gan is not in the game currently but I wish he was! Repairing walls sounds fun and can really delay a siege if you have enough players with Gan in your kingdom.
Twisting Thorns (costs 1 mana)
Gan gathers the power of nature, and summons a tangling vine on the specified area for X seconds. Each time enemy units become entangled, they will receive 15 damage and will not be able to move for a short duration. Giant units cannot be entangled.

Summon Treant (costs 2 mana)
Gan summons 1 treant to assist in battle with X HP that deals X damage.
I presume this skill to be like Gazul’s skeleton Titan, except it will be a lot weaker (potentially)

Instant Growth (costs 1 mana)
On Adventure, immediately get X hours of wood output from Sawmills in allied cities. The ability cooldown is 10 hours.
This skill is downright useless and is likely to be changed before Gan is released back to the public, I can say with confidence they will change it considering they removed the rest of the resource generating abilities in the game.

Earthquake (costs 3 mana)
Gan causes an earthquake to shake the targeted area of the battlefield. Enemies in the affected area will take X damage per second for X seconds. Building Units take a large amount of additional damage.
This skill sounds like a bunch of fun I hope it doesn’t suck, as a wallbreaker player I do hope it is worth using.

Life Force
Gan uses the magic of nature to awaken the life force inside his forces, increasing the duration of all ally summoned units by X seconds.
This skill is amazing if you plan on doing a summon heavy build for Avalon, Virion and Elena.

Fortified Walls (costs 1 mana)
In Adventure, immediately restores X DEF for a nearby territory in your kingdom. Ability cooldown is 10 hours
Using this skill and enough players you could effectually never lose a city.

Building Gan
(no data)

Equipping Gan
(no data)

Tiadrin
Tiadrin is a interesting hero in that she is designed to counter lich, but does a poor job at it. Lich players mostly only use scorpions and spiders which are magical creatures which makes them take 50% less damage to magic damage, which Tiadrin deals out. Tiadrin will melt undead units such as skeletons but no one uses them. Tiadrin is useful to kill enemy player castle’s with her ability to damage players walls if they are a lich, this is helpful when you have a high level whale bullying the server you can band together and spam Tiadrins ability on them and kill that whale.

Judgement Seal (costs 1 mana)
Tiadrin places 3 Judgement Seals on the battlefield, dealing X damage to enemies for 7 seconds, with bonus damage to Undead Units. Damage from multiple seals cannot be stacked. Bonus based on Magic
Trash spell don’t get it.

Glory Hammer
Each time Tiadrin attacks there is a 25% chance of summoning a Glory Hammer from the heavens that deals X damage in a small area and stuns enemies, with bonus damage to Undead Units.
One-point ability anymore points would only be because you can’t spend points in other skills.

Purge the Lands (costs 1 mana)
In Adventure, immediately reduces the DEF of a nearby Lich Territory by X%. The ability cooldown is 10 hours.
Amazing for slowly killing a whale who plays Lich, very effective if you have a few players doing it twice a day, you can keep a player out of the game pretty much. I can see this skill being removed/changed in the future.

Divine Light
Tiadrin automatically casts divine light to heal a nearby Hero with low HP, healing for X HP each time. Tiadrin cannot cast divine light on herself.
This skill is actually pretty good, it will fully heal any hero and if used on a hero like Bane who is designed to take a lot of damage it actually helps win battles.

Aura of Retribution
Tiadrin mastered the Aura of Retribution, dealing X damage per second to enemy units on the battlefield, with bonus damage to Undead Units.
If you plan on playing a delaying battle strategy than this skill is made for you.

Sacrifice (costs 3 mana)
Tiadrin sacrifices 70% of her current HP to summon 1 massive sword that smashes into the ground, dealing X damage to enemy units in range, with bonus damage to Undead Units
This spell hits like a truck but also basically kills you, and since Tiadrin is a melee hero she will get herself kill after you cast this.

Building Tiadrin
Tiadrin is used as a field dot damage and that the primary thing you want to focus on so Max Aura of Retribution. And put one point into Divine light as it can fully heal any hero and if used properly can turn the tide if cast on a tanky distraction hero like Bane or Rufio. I would also get one point into glory hammer for the added damage. I am a big fan of leveling Purge the land as most Whales play Lich and you can use this ability to kill that whale slowly over a few days, if you have enough players doing this with you.

Equipping Tiadrin
Tiadrin needs all four stats that a hero can get so just put your best leftover items on her.

Cleo
After the nerf to Blackhole many people don’t bother with cleo anymore but she is still a decent hero. Many would just prefer to buy Rose or Jacques now for a raw power gain.

Arcane Codex
Through studying ancient manuscripts, Cleo has mastered arcane magic. Every time she attacks, there is a 35% chance of releasing a Dark Orb that deals an extra X damage to enemy units.
You need to have at least point in this ability as some of Cleo’s other abilities rely on it.

Book of Eclipse
After releasing 3 Dark Orbs, Cleo uses the Book of Eclipse, which causes the battlefield to be enveloped in shadow. This greatly reduces damage dealt by Humanoid Units. The eclipse lasts for X seconds.
This is a great ability to help you battle human and dwarf armies if you are playing lich, note this also effects your units so don’t use this if you are playing human or dwarf.

Tome of Pain (costs 1 mana)
The Tome of Pain contains enormously destructive dark magic. When Cleo opens it, the fury of the gods is released, dealing an extra X points of damage to enemies within a radius of 5. Additional damage is dealt when the battlefield is under an eclipse.
Not really worth the ability points Cleo’s blackhole is where it’s at you can skip this skill.

Tome of Wisdom
The Tome of Wisdom contains secrets that allows Cleo to increase the effectiveness of her troops. Whenever she reads from it, allied Mages' Magic is greatly strengthened. Times read: X. Her Magic is increased by X.
This ability increases Cleo’s and other mage hero’s magic stat by X amount, its ok and you will likely put points into this if you are playing as human or dwarf.

Tome of Redemption
The Tome of Redemption tells how to raise the souls of the dead. With its teachings, she can revive X% of destroyed Undead Units. This is only effective on units that were destroyed during an eclipse.
This skill is useless as it is pointless to use undead units, they are simply too weak currently.


Tome of Creation (costs 5 mana)
Cleo turns the target area into a black hole, creating a large gravitational field. Enemies dragged into the black hole suffer X damage. The black hole persists for X seconds. The higher the ability level, the stronger the black hole
This skill is Blizzard on steroids, more damage and more crowd control, at the cost of more mana but does it ever destroy armies, even after the nerf it is still very powerful.

Building Cleo
Max Tome of Redemption for the massive Black Hole damage, everything else is whatever you want. Cleo mostly just used for the HUGE crowd control and Damage that is Black Hole.

Equipping Cleo
Same as Avril

Wraxius
Like Gan, wraxius isn’t currently in the game so I will just list his abilities and comment on them.

Mesmerizing Lantern (costs 1 mana)
Wraxius places a lantern which emits a mesmerizing light at the selected location on the battlefield. Enemies in range of the lantern will take X damage per second for 15 seconds. Damage dealt by multiple mesmerizing lanterns does not stack.
Much like Tiadrin’s runes I suspect this skill will not be good.

Lantern of Darkness
Wraxius channels the power of the Lichs through a lantern that casts a dark shadow over the battlefield. Allied Undead Units in range will slowly recover health, gaining 4 HP per second. Health restored from multiple lanterns does not stack.
Again an ability which benefits undead, so it is trash.

Tearing Light
The pale light given off by this lantern tears the souls of enemies into pieces. Enemy Humanoid Units in range of this lantern have a X% chance of being torn into 2 corpses when they die. The effect of multiple lanterns does not stack.
This is a pointless spell as human corpses can’t be raised by mummies anymore, this is probably why this hero isn’t in the game currently and is going to get a rewrok.

Glow of Death
This lantern emits a purple glow that interferes with the enemy's ability to think. Enemy Humanoid Units in range will have their attack speed and movement speed reduced by X%. The effect of multiple lanterns does not stack.
Sounds useful but I think it requires you to use the first skill to place lanterns.

Soul Blast (costs 2 mana)
Wraxius releases all the energy contained in all the lanterns on the battlefield, causing severe damage to enemies in range of lanterns. The lanterns are immediately destroyed. Each lantern causes X damage. Damage dealt by multiple mesmerizing lanterns does not stack. This ability is triggered when there are mesmerizing lanterns on the battlefield.
Requires you to place lanterns first requires too much setup probably isn’t worth the pay off and enemy could focus down wraxius before he gets to cast his second ability.

Imprisoned Spirit (costs 4 mana)
Wraxius collects all the energy contained in the lanterns and directs it to the target location, forming a powerful spirit, increasing damage by X and health by X
Same as Gazul Titan except I’m guessing it would potentially be worse since it does not absorb power from things around it.

Building Wraxius
(no data)

Equipping Wraxius
(no data)

Rose
Rose is a hero you get if you plan on playing lich and using mass spiders. If not do not buy rose. She costs three energy to deploy which is very expensive and she will fall behind in experience and levels because of this.

Spider Queen
Rose spends 3 Energy when she enters the battle. She enters the battle accompanied by 10 Spiderlings.

Mother of Spiders
Rose calls her children to join the battle. X spiders will periodically be summoned on the battlefield.
Free units? Yes please.

Spider Web (costs 3 mana)
Rose casts a spider web on the battlefield. All allied spiders get a X% attack speed and movement speed bonus while in the area. All enemies there will get a X% attack speed and movement speed penalty.
This spell is good probably want to max it.

Venom Explosion
Spiderlings summoned by Rose will explode upon death, dealing total X of poison damage to enemies around them. Undead, Mech and Building units do not receive poison damage.
You won’t have enough ability points to get this.

Spiders Expertise
When Rose is on the battlefield, all friendly spiders get X% damage and HP bonus.
This stacks with Spider Web.

Toxic Touch
Rose poisons her enemies with her normal attacks, dealing an additional stacked X poison damage and reducing enemies' attack speed and movement by X%. Undead, Mech and Building units do not receive poison damage.
Crowd control great passive get at least one point.

Speed Hatching
Rose summons more Spiderlings at the beginning of the battle. Number of spiders summoned when entering the battle increased by X.
Worth getting a point or two.

Building Rose
(no enough data)

Equipping Rose
(not enough data)

Gafgar
Gafgar buffs dwarf units and doesn’t really provide much else the support auras are great but there are better heroes to get if you plan on playing dwarf.
Pyro Pincers
Gafgar slams his massive pincers, causing flames to shoot from the ground, dealing X burning damage to enemies in the target area. Bonus based on Might
Doesn’t cost energy to use, so worth it.


Startling Blow
Whenever Gargar attacks there is a 25% chance of him casting Startling Blow, dealing X damage to nearby enemies, and stunning them for 3 seconds. Bonus based on Might
The stun is nice works against heroes very strong if you get lucky.

Repairman
Gafgar is a gifted mechanic. When he is on the battlefield, all allied mech units have their max hit points increased by X%.
Very strong ability helps keep mechs alive which is always nice.

Dwarf Warrior Specialist
As commander of the Dwarven forces, when Gafgar is on the battlefield, all allied Dwarven Labrorers, Technicians, and Engineers have their damage and max HP increased by X%.
This is one of the strongest Unit buff auras in the game because dwarf engineers have one of the highest scaling and base stats in the game.

Temporary Repair (costs 1 energy)
Gafgar repairs all allied Mech units as well as his own. Repaired Mechs will recover a fixed amount of HP over a period of X seconds.
Healing units that normally cannot be healed, yes please.

Iron Shield (costs 1 energy)
Gafgar strengthens his Mech, turning it into an iron shield. He reduces the amount of Damage he receives by X% for X seconds.
I wouldn’t have him in the front of the line getting hit so this skill isn’t all that great, not worth the energy cost.

Building Gafgar
(not enough data)

Equipping Gafgar
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Nora
Sadly, Nora isn’t currently in the game much to my disappointment as I was planning to use her as my primary hero for server 61, but alas it was not meant to be. Nora has support auras for Dwarf Rocket men and has strong spells to boot.

Fire Bomb
Nora launches a Fire Bomb at the target area, lighting it on fire for 3 seconds and dealing X burning damage per second to enemies in the target area. Units that die from burning damage will explode. Bonus based on Might
Doesn’t cost energy so use it.

Rocket Expertise
Nora is a gifted mechanist. When she is on the battlefield, all allied Blasters, Rocketeers, and Bombardiers have their damage and hit points increased by X%.
I wish I had this for my dwarf server! Ugh the damage would be insane.

Tag Attack (costs 1 energy)
Nora marks a place on the battlefield, directing Blasters, Rocketeers and Bombariers to attack the target at X% the normal rate of fire for 8 seconds.
Works the same as Avalon’s old focus fire but only effects rocketmen, which is great because sometimes you don’t want your whole army to attack one target, also they removed focus fire so this skill is great on that fact alone.

Air Cannon (costs 1 energy)
Nora attacks a fan section with Air Cannon, dealing an extra X points of damage and pushing enemies back and stunning them for 3 seconds.
Doesn’t cost energy and stuns, Yes please, Max this skill.

Destructive Rage
Nora gets additional X Might
Free might why not if you have points laying around.

Fast Loading
Nora can use her Fire Bomb, Tag Attack and Air Cannon abilities twice per battle, and all her active abilities cooldowns are reduced by 0.5 seconds.
Works the same way as Avril’s double cast, but on Nora it’s better because her spells are free to cast!

Building Nora
Get one point in Fast Loading, next max her free to cast abilities, after that the rest goes into rocketmen mastery if you are dwarf.

Equipping Nora
Build her like you would Grimms, lots of might and a bit of command.

Bane
Bane is a better version of Rufio, he tanks hits better than Rufio and can really bring the pain. If you don’t want to pay the three energy cost of deploying Jacques to carry yourself to victory a safe bet would also be Bane he can demolish armies with very little support.

Ruthless (Specialty)
As king of the proud berserkers, Bane relies on his own might to achieve victory, spurning the value of teamwork. When he takes the battlefield, he can lead only 1 troop into combat.

Provoke
Bane provokes enemy units in the specified range, forcing the enemies to attack him, while increasing his resistance to physical damage by X% for X seconds.
This can be very useful but also can be a double edged sword pointed against you, be careful when using this ability.

Ferocious Charge (costs 1 energy)
Bane charges to the target location, dealing up to X damage to enemies hit along the way.
Strong damage, dunno if it is worth the energy cost though.

Recruit Berserkers
In Human cities, Bane can train Berserker units in the Barracks.
This is one of the coolest skills in the game, sadly it doesn’t allow you to train the gold version of Berserkers which would be SUPER awesome.

Berserker Specialist
Bane is the king of berserkers. Whenever he is is on the battlefield, all allied berserker troops have damage and max HP increased by X%.
Same old standard aura, does a lot on these bad boys, they hit hard.

Spinning Axe
When Bane is attacked, there is a 25% chance of him casting Spinning Chop, dealing X points of damage to nearby enemies.
This skill is amazing when paired with provoke you can melt armies if you are positioned correctly.

Barbaric Blessing
Bane is blessed by the god of chaos, increasing his resistance to physical damage by X% and increasing his Stamina by X
This skill is what makes Bane really good, giving him the ability to survive, if you have a Tiadrin as well using divine light on Bane is really funny to just watch this guy solo armies.

Building Bane
Max Spinning Axe, get a point in provoke and Barbaric Blessing and watch armies kill themselves.

Equipping Bane
Put as much Stamina and Might as you can on him, use 3/6 Rufio set on him and items like Exquisite armor and you will be laughing.

Jacques
In the current state of the game Jacques is overpowered. He can literally kill half of your armies within seconds of the battle starting. There isn’t much else to be said about him, he costs three energy to deploy but honestly it is worth it just because when you do field him you are almost certainly going to win.

Walking Arsenal (costs 3 energy)
While seemingly invincible during battle, the mech that Jacques pilots also expends a large amount of Energy.

Fire Storm
Jacques increases his machine gun's rate of fire 2-fold for X seconds, devastating enemies in the line of fire, each bullet dealing an extra X points of damage. If Jacques runs out of ammunition, the ability automatically comes to a halt.
This skill is outstandingly strong and doesn’t cost any energy, realistically it should cost 1 but Jacques has a deployment cost of 3 so you could say this spell cost is built into the deployment.

Rocket Launcher
After lots of tinkering, Jacques finally outfitted his mech suit with a rocket launcher. Jacques fires 1 rocket, dealing X damage to enemies near the blast.
Same as the skill above.

Mech Expert
Jacques is an expert at making careful modifications to Mechs. When he is on the battlefield, all allied Mechsuits, Mechwalkers, and Battlemechs have their damage and max hit points increased by X%.
Anything that helps keep those expensive mechs alive.

Expanded Capacity
In order to improve the sustained firepower of mech units, Jacques increases their ammo capacity by X%.
This and Grimms ammo capacity abilities stack which is huge.

Double Charge
After lots of tinkering, Jacques finally outfitted his mech suit with a Double Charge Cannon that shoots a blast of shrapnel, dealing an extra X damage to nearby enemies struck.
Damage, damage and more damage.

Spray and Pray (costs 1 energy)
Jacques overloads the systems of his mech, increasing fire rate of all weapons by X%. Ability will stop if out of ammo.
This ability, oh boy do you like watching armies die instantly? Do you want to win every battle at the low cost of one energy potion per battle? Then this is the skill for you, push this Button and watch your enemy rack up a week long repair bill.

Building Jacques
Fire Storm and Spray and Pray is all you need.

Equipping Jacques
As much might as you can find.

2.3) Hero Equipment
There are five types of gear in this game: common, rare, epic, legendary and set items.
Common items are green bordered and usually provide only small bonuses to your hero such as the Iron Axe that gives +2 might.

Rare items require heroes be level five in order to equip them these items are still pretty common but provide a fair number of bonuses such as the tome Paladin’s Guide which provides +2 magic +1 command +1 stamina.

Epic items require a hero be level ten to equip. These items can really make a difference such as the Golden Staff a weapon that provides +7 magic. Epic items are rare until you get into the later mid game. Eventually you will have your heroes fully geared out in Epics by the time you reach level 20 with said hero.

Legendary Items require level a hero to be level 20 to equip. These items provide amazing bonuses such as the Aylan’s Crown +9 command +3 stamina, these items are very rare until you get to the late game. You will likely only have one legendary item by the time your first hero reaches level 20, many players don’t even have one by that point.

There are currently three item sets in the game

one designed for Avalon which provides +8 command at 3/6 pieces equipped and +1 to his Natural Leader ability at 6/6 equipped

The second set is for Avril which provides +8 magic at 3/6 and +1 rank to Blizzard at 6/6.

The final set is designed for Rufio and it provides +8 might at 3/6 and + 1 rank to Heroic Leap

None of these sets are worth using 6/6. It is much better to split all three sets up to more heroes and take advantage of the +8 stat bonus it provides onto of the stats from the items. Taking advantage of this is basically having your heroes have a 7th epic level item equipped

If you are only using the free heroes, I would suggest placing 3/6 Rufio set on Avalon and Grimms or Grimms and Rufio if you don’t have Avalon.
For Avalon’s set you would want to put 3/6 on Avalon and Virion.
For Avril’s set put 3/6 on Vega and Avril or Vega and Gazul.

Races
3.1) Human
Human is the default race for every player. This race has the most versatile units. When playing human, you are playing a game of rock paper scissors with them. Many of their unit’s counter other types of units but fare poorly against others. This means if you play human well you will almost always win but if you play poorly you will be met by crushing defeat after crushing defeat.
3.1.1) Troops
Swordsmen

Swordsmen are the frontline tanks of humans, they scale well compared to most units. This makes them great in the late game but I find them to be a poor frontline in the early game and they do a decent job in the mid game but until you get gold swordsmen they have a large weakness which is low morale. Once they start taking damage many of them will just run away and the line breaks your backline gets exposed. For this reason, Spearmen out preform them in almost every aspect until you pair Gold Swordsmen with Virion crusader resurrection skill. Swordsmen do gain a 35% damage reduction from ranged attacks when they get to silver tier but this does not include spell damage (mage units, like wizards or lich casters)

Swordsmen do well against: other normal sized units like dwarf miners and any physical damage ranged unit like archers.
Counters to Swordsmen: Dwarf Mech suits, Hero skills, Calvary, Spiders, Scorpions
Swordsmen don't really counter anything but do well against any ranged unit that don't do AoE damage.

Research upgrades for the swordsmen unlock at academy level 2
Tier 1: Fitness Training – Increases the health of swordsmen units by a flat amount. This research leads into unlocking Silver Swordsmen
Tier 2: Combat Training – Increases the damage of swordsmen units by a flat amount. This research leads into Reinforced shields which increases Silver and Gold swordsmen’s damage reduction from ranged attacks, this research is critical you should get it.
Tier 3: Advanced Survival Training – this research gives swordsmen a +% flat damage reduction. This research is amazing you should max it as best you can, it also leads into the Fast Reflexes research which gives Swordsmen a 10% bonus to dodging attacks.
Tier 4: Basic Fitness Training – this like the first research provides more health, except this time it provides a bonus +% health instead a flat amount. This research leads into unlock Gold Swordsmen.
Tier 5: Convalescence – This research reduces swordsmen time spent healing in the hospital by a %. This research is very important for the late game but for the early game and mid game you could maybe get away with skipping it and focusing on something else to provide you with a larger advantage in battle. This research also leads into the Garrison Recovery research which greatly reduces healing time for garrisoned swordsmen by 40%!
Tier 6: Advanced Fitness Training – second verse same as the first, more +% health, can’t complain about that. Strangely this research leads to Bloodlust, which increases swordsmen damage by 30% during morale boosts. Very powerful if you know how to start a good chain of morale.
Tier 7: Garrison Training – Increases health and attack by a +% when swordsman are on garrison duty. This research leads to Field Training: Grassland, which provides a huge 20% attack and health bonus to swordsmen when they are fielded on grassland battlefields.
Tier 8: Training Discipline – This research reduces the cost of producing swordsmen by a % this is very important mid and late game to have I would suggest you invest into this. This research leads to “Brutal Efficiency” which reduces the mithril cost of swordsmen by 20%, this is amazing considering mithril is very rare this research is very good.
Tier 9: Elite Combat Training – More +% damage can’t go wrong with that. This research leads to Weapons Research, which increases swordsmen attack by another 20%!! That is a huge increase.
Tier 10: Advanced Convalescence – same as the previous research by this name more reduced healing time very good for the late game. This research leads to Advanced Garrison Recovery which reduces heal time for garrison swordsmen by another 60% for a total of 100% reduced healing time.
Tier 11: Elite Survival Training – More damage % reduction, very powerful. Leads to lightning reflexes which gives swordsmen another 20% dodge for a total of 30%.
Tier 12: Elite Fitness Training – More +% health. Leads into the research “Regroup” which increases the troop size of swordsmen from 24 to 27. This research is nice and also terrible as it would mean your gold troop supply is now 27 instead of 24 which can create issues when trying to squeeze everything out of your very limited gold supply, that said it is a straight up buff to silvers.

Spearmen

Spearmen Counters any large unit and giant unit.
Spearmen at silver tier or higher have a ranged stun spear toss which pushes foes back which is great to group enemies up for hero skills. they also have slightly longer melee range than swordsmen. they also have a decent scaling per rank. For these reasons, I find spearmen out preform swordsmen in every situation that isn't the gold swordsmen + virion ultimate skill combo.

Spearmen do very well against Cavalry, they are literally the best counter to Cavalry. They are also very strong against any unit that is size Large or Giant, such as scorpions or mechsuits.

Counters to spearmen

Dwarf Mech suits do decent against spearmen, but the spearmen also kill mechs quickly so it’s not a strong counter. any melee normal sized unit, such as dwarf engineers and Swordsmen

Research upgrades unlock for the spearmen at academy level 1

Tier 1: Fitness Training – increase the health of spearmen units by a flat amount. This research leads to Silver Spearmen.
Tier 2: Combat Training – increases the damage of spearmen units by a flat amount. This research leads to Savage Thrusts, this ability causes all attacks dealt by the spearmen units to make the enemy take an additional 30% damage from all sources. This ability is borderline overpowered.
Tier 3: Survival Training – provides a % of damage reduction to spearmen, this research is good it helps spearmen do their job as a frontline unit which they would sometimes fail to do so in the past. This research leads to Heightened Reflexes which gives spearmen a 10% dodge chance.
Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Swordsmen
Tier 5: Convalescence – same as swordsmen, reduced heal time. Also leads to the same garrison healing time bonus, except this time it is for spearmen.
Tier 6: Advanced Fitness Training – more +% health, leads to bloodlust same as swordsmen, provides a 30% damage bonus during morale.
Tier 7: Garrison Training – same as swordsmen provides a bonus to health and damage for the spearmen when they are on garrison duty.
Tier 8: Training Discipline - same as swordsmen reduce the cost to produce spearmen, leads to brutal efficiency same as swordsmen where it reduces the mithril cost by 20%. Get this research.
Tier 9: Elite Combat Training – More +% damage, leads to +20% damage research, get this.
Tier 10: Advanced Convalescence – more reduced healing time, leads to the same reduced heal time for garrison troops for a total of 100% reduced heal time.
Tier 11: Lethality – Increase the critical strike chance of spearmen by +%, this research leads to Heavy Blows, which increases the critical strike damage of spearmen by 40% (spearmen will deal 40% more damage on a crit)
Tier 12: Elite Fitness Training – more heal +%, leads to Regroup same as swordsmen.

Archers

Archers have no real strength in terms of countering units, they just deal high damage and are very fragile. They just do well against everything with their long range and strong attacks.

Archers are hard countered by Area of effect damage such as hero abilities or spiders. Calvary units or other flanking units such as goblin raiders do well against archers.

Research upgrades unlock at academy level 1 for the archer.

Tier 1: Fitness Training – Flat health increase per level of research, leads to silver archers.
Tier 2: Combat Training – Flat damage increase per level of research leads to Arm Strength, which increases the range of Silver and Gold Archers by 2
Tier 3: Advanced Agility Training – Increase the attack speed of archers by +%, this leads to Advanced Lethality, which increases archers chance to crit by 10%
Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Archers.
Tier 5: Convalescence – reduced heal time, leads to reduced heal time for garrison troops by 40%
Tier 6: Advanced Fitness Training – bonus +% health, leads to bloodlust, which provides a 30% damage boost during morale.
Tier 7: Garrison Training – bonus health and damage while on garrison duty. Leads to Grassland bonus (+20% health and damage while fighting on grassland battlefields)
Tier 8: Training Discipline: reduce cost to produce archers, this leads into research which reduces crystal cost to produce archers by 20%
Tier 9: Elite Combat Training: - increases attack rating by +%, leads to +20% damage research.
Tier 10: Advanced Convalescence – more reduced healing time, leads to even more reduced healing time for garrison troops.
Tier 11: Elite Agility Training – increase attack speed of archers by +%, leads to Elite Lethality, which increases archers critical strike chance by another 20% for a total of 30%
Tier 12:Elite Combat Training – more bonus +% health, leads to Regroup which increases the size of archer troops from 24 to 27.

Priests

Priests are a very important unit to the human army if you want to keep losses to a minimum, the low health of your frontline units makes it hard to beat others without major losses, priests can double your unit’s health via all their healing. Priests also provide any unit immunity to poison damage for a few seconds which greatly helps when fighting against spiders.

Priests counter undead units once they are Silver tier or higher, they gain an AoE spell that does high damage to all undead units, this is a very useful skill against Lich players.

Priests are very fragile and any unit can kill them easily but the Calvary charge and other burst damage is the best counter to priests.

Research for Priests is unlocked at academy level 3, you will likely be able to start researching for this unit before you even unlock this unit.

Tier 1: Fitness Training – Bonus +% health, leads to silver Priests.
Tier 2: Combat Training – Flat bonus to damage, leads to Smite, which adds a stun to the “Holy Blast” ability of the silver and gold priests. This is very powerful but will rarely be used outside of quests.
Tier 3: Restoration – Increase healing output by +%, leads to Detoxify, this research allows priests to remove poison effects from your units, this research is the most important research for priests, as it allows you to stand up against the lich unit known as the spider.
Tier 4: Basic Fitness Training – more +% health, leads to gold priests, gold priests are great as they have a target Mass Heal ability which works a lot like Vega’s heal ability but at a lower cost and is cast from a standard unit and not a hero.
Tier 5: Convalescence – reduced healing time always good, leads to reduced garrison healing time.
Tier 6: Advanced Fitness Training – more bonus +% health always good, leads to poison immunity, this research gives all units 7 seconds of immunity to poison when healed by “Mass Heal”
Tier 7: Garrison Training – increase health and damage while garrisoned. Leads to grassland training, +20% health and damage while fighting in grassland battlefields.
Tier 8: Training Discipline – Reduce cost to produce priests, leads to research that reduces the amount of crystal needed to produce priests by 20%
Tier 9: Elite Combat Training – more +% damage, I personally wish these damage bonus researches were bonus to healing but that is me. Leads to +20% damage research.
Tier 10: Advanced Convalescence – more reduced healing time, leads to even more garrison reduced healing time.
Tier 11: Advanced Restoration – increase healing output of priests by +%, leads to +20% attack speed research.
Tier 12: Elite Fitness training – more bonus +% health, leads to Regroup increasing the size of a troop of priests from 8 to 10.

Calvary

This unit is a very powerful unit that can change the entire battle outcome by themselves. Depending on where you place them you can easily crush your enemy. Be careful of placing them to far forward they may get ahead of your army and die before you can back them up.

Cavalry counter any unit that clumps up. Such as any human unit

Counters to Calvary: Spearmen, and Dwarf tanks

Research for Calvary unlocks at academy level 2.

Tier 1: Fitness Training – Flat bonus to health, leads to Silver Cavalry
Tier 2: Combat Training – Flat bonus to damage, leads to Thunderous Charge, which increases the damage dealt by the “charge” ability (does not state the increase)
Tier 3: Agility Training – Increase the attack speed by +%, leads to Lethality, which increases critical strike chance by 10%
Tier 4: Basic Fitness Training – Bonus +% health, leads to gold Cavalry.
Tier 5: Convalescence – reduce healing time, leads to greater reduced heal time for garrison troops.
Tier 6: Advanced Fitness Training – bonus +% health, leads into bloodlust, which provides a much-needed bonus attack damage of 30% for Cavalry during morale boost.
Tier 7: Garrison Training – Bonus health and damage while garrisoned, leads into grassland training, which provides +20% health and damage while battling on grasslands.
Tier 8: Training Discipline – Reduce production cost of cavalry, leads into brutal efficiency, which reduce the blood diamond cost to produce cavalry by 20%.
Tier 9: Elite Combat Training – Bonus +% damage, leads to +20% damage research.
Tier 10: Advanced Convalescence – more reduced healing, leads to more reduced garrison healing.
Tier 11: Survival Training – Research provides +% damage reduction to cavalry, leads to Heightened Reflexes, which gives 20% dodge chance.
Tier 12: Elite Fitness Training – More bonus +% health, leads to Regroup, which increases the troop size of Cavalry from 6 to 7

Catapults
The human siege weapon, it does exactly what you think it does. Use catapults when attacking other players castles to aid in killing defenders on the walls or just kill the walls itself.

Research upgrades for catapults unlock at academy level 3

Tier 1: Fitness training? (better make our catapults run that extra mile otherwise it will get fat.) – flat bonus health increase, leads to silver catapults.
Tier 2: Combat Training - Flat damage bonus, leads to wall destruction, giving silver and gold catapults even more bonus damage against walls.
Tier 3: Advanced Survival Training – Reduces damage catapults take by a %, leads to siege plating which reduces damage taken from ranged attacks by 10%
Tier 4: Basic Fitness Training – bonus +% health, leads to gold catapults.
Tier 5: Advanced Lethality – Increases the critical strike chance of catapults by a %, leads to advanced agility training which increases catapults attack speed by 10%
Tier 6: Advanced Fitness Training – Bonus +% health, leads to advanced destruction, which further increases the damage of catapults against walls.
Tier 7: Reduce production time of catapults by a %, leads to grassland training, which gives +20% health and damage when fighting in grasslands
Tier 8: Training Discipline – reduces cost of producing catapults by a %, leads to research that reduces the cost of blood diamonds to produce catapults by 20%
Tier 9: Elite Combat Training – increase damage by a +%, leads to “Heavy Boulders” research which increases the attack damage of catapults by another 20%.
Tier 10: Elite Lethality – increases critical strike chance by +%, leads to Elite Agility Training which provides catapults with +20% attack speed.
Tier 11: Elite Survival Training – further reduces the damage taken by a %, leads to Reinforced siege plating which reduces ranged damage taken by another 20%
Tier 12: Elite Fitness Training – Even more +% health, leads into Honor Bombardment, which increases the honor gained when attacking cities…..this research is useless and you can skip it.

Angels
Are the human super unit, it provides massive healing support when fielded. Very power unit that can only be used 3 times a day. You can build only one super unit which is constructed in the Siege works, it also requires you be to a city leader to use one.

3.1.2) Research

The bread and butter of the human army is the Archer, you want to focus mostly on archers and then a second unit as your secondary unit, having a focused army makes you more powerful overall but does leave you open to some weaknesses depending on your setup.
If you plan on fighting a lot of Lich players you would want to focus on Calvary and Priests as your secondary research units after archer as you will need the tanky frontline Calvary provides and you will need the priest’s ability to stop poison damage.
Another good combo is archers and swordsmen, Swordsmen scale very well and when you have gold ones they do not break morale and fight to the death making them a very resilient frontline.

Besides these two main strategies for research you can honestly go any route you wish as every human unit has its place in an army and counters one set of units very well. If you play your cards right you should be able to dominate any battle with the proper army setup with human, so I suggest to anyone who is serious about playing as human for top level of play to read up on what counters what and how to build around your enemy. Gather as much information on a target before you attack to make your chance of winning that much higher.

3.1.3) Army Formations
There are many formations for the humans as they are a very situational race, I will list a few common setups, but there are many variations and I’m sure you will have fun discovering them as I have.
The frontline humans have three options, Swordsmen, Spearmen and Cavalry. Each unit has its advantage and disadvantage for being in the frontline.
The midline should consist of archers and priests to help support your frontline, while having more archers in the backline. You can also place Cavalry in the backline as they will reach the frontline around the time your spearmen stun wears off even if they start in the back.
My favorite general-purpose army setup is 12-13 legions of units. Which consists of 4 legions of cavalry, 2 legions of spearmen, 1 legion of swordsmen, 2 legions of priests and 3-4 legions of archers. The reason the setup is 12 or 13 legions is due to whether you have Avalon as he can deploy 3 legions to the normal 2. The last one or two legions of archers go in the middle where there is space. This setup protects your flanks from incoming enemy cavalry charges while giving you a great setup for your own cavalry. The spear toss thrown by the spearmen will force the enemy wings to clump together and they will take massive damage from the charge. You will then probably get a morale boost and steamroll to victory.

To break a standard lich line, you need to use 6 cavalry units as your frontline and have 3 legions of archers and 2 legions of priests directly behind them. Then you can add either more archers or priests behind those up to you. The idea of this setup is to attempt to kill the scorpion frontline in the initial charge and break through quickly and kill the spiders before they kill you.
If you know you are going to be facing another human army that doesn’t use cavalry or a dwarf humanoid army use this setup. Have 4 legions of swordsmen as your frontline with 3 archers and 2 priests behind them the rest is up to you, this setup is very strong against armies that use a lot of small sized units like spearmen, swordsmen or dwarf miners. As the swordsmen scale very well and demolish any other unit its own size.

The deployment of the troops is simple you have the spearmen cover your right and left frontline while the swordsmen take front and center. Directly behind the spearmen place a legion of archers. Beside the archers place a legion of priests. Behind the archers’ place 2 legions of cavalry on each side
When sieging castles just add 3 catapults to your setup put them in the back one in the left and right corner and one in the center back. This allows them each to hit a different part of the walls and help kill the enemy wall troops quickly.

3.2) Dwarf
Dwarf is a simple race of big guns and big damage. Their units don’t do much countering as they do just attempt to blow up your enemy. Dwarf uses an ammo system which allows them to attack very quickly at the cost of reduced attack speed after they run out of ammo. Dwarf is very good at two things, stealing resources from other players and killing bosses. They are not suited for player vs player duels as they are simply out classed currently in the meta.

3.2.1) Troops
Miners
Miners are a small sized unit that is beefy and a strong frontline unit. It boasts a very high base stat and high scaling for stat increases. The bonus trait of the miner is Concussive blow, which on hit has a chance to deal bonus damage and stun the enemy if said enemy is not a giant unit. This ability is very handy if you manage to get lucky, you may find that a theme of the dwarf race, they need luck to survive.

The miner counters any other small sized unit such as spearmen or skeletons, but is heavily countered by any large/giant unit. Such as Cavalry.

Research for the miner is unlocked at academy level 1

Tier 1: Fitness Training – bonus flat health, leads to silver miners.
Tier 2: Combat Training – bonus flat damage increase, Leads to +15% critical strike chance.
Tier 3: Advanced Survival Training: Reduces damage miners take by a x%, leads to +10% dodge chance upgrade
Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Miners
Tier 5: Convalescence – reduces healing time for miners by x%, leads to faster healing time for garrisoned miners by 40%
Tier 6: Advanced Fitness Training – +% health, leads to +1 second to stun from concussive blow
Tier 7: Garrison training – Increases health and damage by x% while stationed in the garrison. Leads to Field Training Tundra, +20% health and damage while fighting on snowy battlefields.
Tier 8: Training Discipline – Reduces cost to produce miners by x%, leads to Brutal efficiency which reduces the cost of crystals by 20% when producing miners.
Tier 9: Elite Combat Training - +% damage, leads to +20% damage upgrade
Tier 10: Advanced convalescence – more reduction for healing, leads to even more reduction for healing while garrisoned for a total of 100% reduction for garrison troops.
Tier 11: Elite Survival Training – Reduces damage miners take by x%, leads to lightning reflexes which provides +20% dodge chance for miners.
Tier 12: Elite Fitness Training – More +% health, leads to Regroup which increases the troop size of miners by 2 (12 to 14 for a legion of miners)

Riflemen
Riflemen are potentially the highest damage dealing unit in the game, depending on how close the target is to the riflemen and if you get any lucky crits, the riflemen are a top tier unit. If it does not crit and you are far away from the enemy and you run out of ammo before you get in close then the riflemen are terrible. Riflemen are the best boss killers in the game, just repeat the battle until you get a string of lucky crits and you will see the boss melts into nothing.

Research upgrades for Riflemen are unlocked at academy level 1

Tier 1: Fitness training – Flat health increase, leads to silver Riflemen
Tier 2: Combat Training – Flat damage increase, leads to scope, which increases Riflemen chance to get a headshot is increased by 1% (for a total of 4%)
Tier 3: Garrison Stockpile – increase ammo capacity of Riflemen while stationed in the garrison, leads to Advanced Agility Training which increases Riflemen attack speed by 10%
Tier 4: Basic Fitness Training – Bonus +% health for Riflemen, leads to Gold Riflemen
Tier 5: Convalescence – Reduces healing time of Riflemen by x%, leads to Garrison Recovery, which reduces healing time of garrisoned Riflemen by 40%
Tier 6: Advanced Fitness Training – Increase health of riflemen by x%, leads to Full Metal Jacket, which increases headshot damage from 50x to 100x damage.
Tier 7: Garrison Training – Increase Riflemen’s health and damage by x%, leads to Field Training: Tundra, which provides +20% health and damage to Riflemen while fighting on snowy battlefields
Tier 8: Training Discipline – Reduces the cost to produce Riflemen by x%, leads to brutal efficiency which reduces rare resource cost of producing a Riflemen by 20%
Tier 9: Elite Combat Training – Increase the damage of Riflemen by x%, leads to weapons Research, which increases Rifleman damage by 20%
Tier 10: Advanced Convalescence – Reduces healing time of Riflemen by an additional x%, leads to more garrison recovery, for a total of 100% recovery speed of garrison troops.
Tier 11: Extra Ammo – Increases ammo carried by Riflemen by x%, leads to Elite Agility Training, which gives Riflemen 20% increases attack speed.
Tier 12: Elite Fitness Training – Increases health of Riflemen by x%, Leads to Regroup which increases troop size of Riflemen to 12 up from 10.

Blasters
Rocketmen or Blasters, whichever you want to call them are a great unit for plundering (the act of stealing resources from other players) as these units deal bonus damage to walls and the amount you plunder is based on the amount of damage you deal to said walls. Blasters also excel at area damage and can completely wipe out entire legions of unites in the matter of seconds.

Research for Blasters unlocks at academy level 2

Tier 1: Fitness Training – Increases Blasters health by a flat amount, leads to Silver Blasters
Tier 2: Combat Training – Increases Blaster damage by a flat amount, leads to Ammo Stockpile which increases the ammo held by blasters by 100% while defending garrisons.
Tier 3: Advanced Agility Training – Increases the attack speed of Blasters by x%, leads to expanded ammo capacity which increases ammo held by blasters by 10%
Tier 4: Basic Fitness Training – Increase Blaster health by x%, Leads to Gold Blasters
Tier 5: Convalescence – reduce healing time of Blasters by x%, leads to Garrison Recovery which reduces healing time of garrisoned blasters by 40%
Tier 6: Advanced Fitness Training – Increase Blasters health by x%, leads to Percison Strike which lowers the ammo consumed by the Gold Blaster ability “Fire off” by 30%
Tier 7: Garrison Training – increases the health and damage of blasters while defending the garrison by 20%, leads to Field Training Tundra, which increases health and damage by 20% while fighting on snowy battlefields.
Tier 8: Training Discipline – reduces production costs of Blasters by x% and leads to Brutal efficiency which reduces rare resource cost by 20%
Tier 9: Elite Combat Training – increase blaster damage by x%, leads to weapon research which increases damage by 20%
Tier 10: Advanced Convalescence – more reduced healing time by x%, leads to more garrison recovery for a total of 100% increase garrison troop healing speed.
Tier 11: Elite Agility Training – Increase attack speed of blasters by x%, leads to superior Ammo Capacity which increases the ammo held by blasters by 20%.
Tier 12: Elite Fitness Training – Increase health by x%, leads to Regroup which increases the troop size of blasters by 2

Mech Suits
Mechsuits are an amazing frontline unit this unit is probably the tankiest unit there is, with its very high health stat and damage reduction from ranged attacks these things are hard to kill. They also have a splash damage attack which can kill small units very quickly, their attacks also deal massive bonus damage against giant units. Put a few of these guys at the feet of a dragon and just watch that dragon melt.

Mechsuits research is unlocked at academy level 2

Tier 1: Fitness Training – Flat health increase, leads to silver Mechsuits
Tier 2: Combat Training – Flat damage increase, leads to Augmented Forcefield, which increases the ranged damage reduction of mechsuits by an additional 10%
Tier 3: Advanced Survival Training – Reduces all damage taken by mechsuits by x%, leads to Fast Reflexes which increase the dodge chance of Mechsuits by 10%
Tier 4: Increase the health by x%, leads to Gold Mechsuits
Tier 5: Building Proficiency – Reduces the time it takes to produce mechsuits by x%, leads to Training Discipline which reduces the gold cost to produce mechsuits by 20%
Tier 6: Advanced Fitness Training – increase the health of mechsuits by x%, leads to High-Performance Overload, which reduces the health cost of the Gold Mechsuit ability “overload” by 80%
Tier 7: Garrison Training – Increases health and damage by x% while defending a garrison, leads to Field Training: Tundra, which increases health and damage by 20% while fighting in snowy battlefields.
Tier 8 Training Discipline – Further reduces the cost of making a mech suit by x%, leads to Brutal Efficiency which reduces the rare resource material cost to produce a mechsuit by 20%
Tier 9: Elite Combat Training – Increases the damage of mechsuits by +x%, leads to weapon research which increase damage by another 20%
Tier 10: Lethality – Increases the critical strike chance of mechsuits by x%, leads to Agility Training which increase the attack speed of mechsuits by 20%
Tier 11: Elite Survival Training – decrease damage mechsuits take by x%, leads to Lightning Reflexes which increase the dodge chance of mechsuits by 20%.
Tier 12: Elite Fitness Training – Increases the max health of mechsuits by x%, leads to Regroup which increases the size of the mechsuit legion by 1 for a total of 6 units.

Tanks
Tanks are burst damage dealers and not actually tanks. Though they are primarily for damage the Dwarf Tank is still a very resilient unit that can tank on the frontline better than almost any unit in the game, the reason why I say they are not actually tanks is due to them performing better as a support behind Mechsuits than they are on the frontline. The damage put out by a tank before it runs out of ammo is a lot and they may not be as tanky as the mechsuit they still serve as a strong frontline unit.

Research for Tanks unlocks at academy level 3

Tier 1: Fitness Training – Flat health increase, leads to Silver Tanks
Tier 2: Combat Training – Flat damage increase, leads to Concentrated Firepower, which increase the attack speed of Silver and Gold tanks Gatling gun attack speed by 50%
Tier 3: Expanded Ammo Capacity – increases the ammo held by tanks by x%, leads to Advanced agility training which increase the attack speed of tanks by 10%
Tier 4: Basic Fitness Training – increases the health of tanks by x%, leads to Gold Tanks
Tier 5: Building Proficiency – reduces the time to produce a tank by x%, leads to Training Discipline which reduces the gold cost to produce a tank by 20%
Tier 6: Advanced Fitness Training – increases the health of tanks by x%, leads to Rifled Bore which increase the damage of Gold Tanks flamethrower by 20%
Tier 7: Garrison Training – increase health and damage by x% while defending a garrison, leads to Field Training: Tundra, which increases damage and health by 20% when fighting on snowy battlefields
Tier 8: Training Discipline – Reduces the gold cost to produce tanks by x%, leads to Brutal Efficiency which reduces the rare resource cost to produce a tank by 20%
Tier 9: Elite Combat Training – increase tank damage by x%, leads to weapon research, which increase damage of tanks by 20%
Tier 10: Lethality – increase the critical strike chance of tanks by x%, leads to Survival Training which reduces damage tanks take by 20%
Tier 11: Superior Ammo Capacity – increases the ammo held by tanks by x%, leads to Elite Agility Training which increase tanks attack speed by 20%
Tier 12: Elite Fitness Training – Increase health of tanks by x%, leads to Weapon Refit, which makes it so Silver and Gold tanks side arms do not consume ammo (side arms are Gatling gun and flamethrower.)
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. part 3 (updated for patch 1.14.3)

Fri Aug 25, 2017 1:36 am

Cannons
Cannons are the same as catapults for humans these are the dwarf siege weapon, I don’t really want to bother repeating myself three times as these units are all the same, with the recent patch dwarf cannons now have ammo which means they attack faster at the start and then slower after, this makes them a little more interesting than the catapult or the lich equivalent but still not worth going into detail of each of the academy research bonuses as they are still all the same.

Research for Cannons unlocks at academy level 3

Tier 1: Fitness Training – Flat health increase, leads to Silver Cannons
Tier 2: Combat Training – Flat damage increase, leads to Wall destruction I, which increases damage dealt to walls
Tier 3: Advanced Surival Training – reduces damage cannons take by x%, leads to Expanded ammo capacity which increases cannons ammo held by 10%
Tier 4: Basic Fitness Training – increase health of cannons by x%, leads to Gold Cannons
Tier 5: Advanced Lethality – increase the critical strike chance of cannons by x%, leads to Advanced Agility Training which increases the attack speed of cannons by 10%
Tier 6: Advanced Fitness Training – Increase health of cannons by x%, leads to Wall Destruction II, more wall damage
Tier 7: Building Proficiency – reduces the production time of cannons by x%, leads to Field training: Tundra, which increases the attack and health of cannons by 20% while fighting on snowy battlefields.
Tier 8: Training Discipline – Reduce the gold cost of producing a cannon by x%, leads to Brutal efficiency which reduces the rare resource cost of producing a cannon by 20%
Tier 9: Elite Combat Training – Increase the damage of cannons by x%, leads to weapons research which increases the damage of cannons by another 20%
Tier 10: Elite Lethality – increase the critical strike chance of cannons by x%, leads to Elite Agility Training which increase the attack speed of cannons by 20%
Tier 11: Elite Survival Training – reduce the damage cannons take by x%, leads to Superior Ammo Capacity which increases the ammo held by cannons by 20%
Tier 12: Elite Fitness Training – increase the max health of cannons by x%, leads to Honor Bombardment which increases the honor gained from damaging castle walls by 30%

Bastion
The Bastion is the Dwarf Super Unit, it is a large Siege weapon which provides all troops with Ammo regeneration per second which allows for your troops to continue their burst damage phase almost indefinitely, this may be the strongest Super unit for actually “breaking” walls down.

3.2.2) Research
Dwarf research strategy is simple you research Blasters (most important unit) as it is what you will be using most of for plundering and most other content. Other players will also ask to borrow these units to plunder other players as well so don’t be afraid to lend them out to your friends.

Now for the first real choice, which frontline unit do you specialize into? All three are good units but each of them cost a different rare material, miners cost the same as Blasters which can make it difficult to keep a fully upgraded army. Mech Suits are made with mithril and thus become costly to replace as mithril is very rare. Therefore, I suggest going with Tanks as they are built with blood diamonds which are easy to come by and tanks have the smallest legion size of 15. This means you can have a lot of tanks early on which is great.

After specialising into these two units you can branch off into the other units as well I usually go with the cannon as it is useful for sieging and plundering and other players rarely build siege so no one ever takes player cities.

3.2.3) Army Formations
The dwarves have two viable army setups, one is super risky and expensive, if you lose a fight you will probably want to quit the game on that server and start again, while the other works like human but has no flexibility to it.

First the risky army is the cool and fun one. The mechanical heavy army. This army uses mech suits and tanks as the staple of the army with only a few supporting humanoid troops. The setup is simple place 3-4 legions of mech suits in the frontline with 5 tanks behind them all spaced out by one space. The backline should be filled with either rocket-men or snipers both do fine, I prefer rockets but with the current changes to snipers it is probably more viable to use Snipers now. (warning do not fight a lich player during the mid-game or early late game with this setup you will die horribly)

The other army option is a full humanoid army, this army is less expensive to maintain and can heal from losing battles. The downside is it is not as powerful and has more weaknesses. All the Dwarf humanoid units are considered small, which means they take considerable more damage from large units and giant units, which are the most common frontline unit. Unlike the human spearmen these guys do not have a bonus to damaging larger units.

The setup is to have 3-4 Dwarf miners as your frontline these guys may be small but they are beefy they have one of the best stats in the game and they can chance on stun with their attacks. Behind them you should have rocketmen to deal some quick burst Area of effect damage to help them break the frontline quickly as the miners will not last forever. Behind the rocketmen you should have some legions of snipers as they are great for getting lucky crits and turning the tide of battle into your favor.

3.3) Lich
Lich is a one trick pony race, the undead units they have are relatively useless and the only unit’s worth using in most players eyes is the scorpion and the spider. These two units have so much synergy with each other it is all you need for an army to begin with. There is no hard counter to Lich when using scorpion and spider combo. You can safely field the exact same troops in the exact same formation for literally everything and it will work. This makes lich very boring to play after a while but it is very effective.

3.3.1) Troops

Marauders
Marauders are typical fantasy skeletons, small frail and numerous. These guys fall over quickly but also overwhelm your enemy by sheer weight of bodies. If your enemy is few in number and attack one target at a time Marauders can delay an enemy for a long time on the frontline. Pair these guys with mummies and your frontline will be nearly endless against things like Orcs. These units are almost useless in every situation and the battle I described above is very unlikely to happen and even still they wouldn’t fair very well against the orcs. Marauders are very good at one thing though and that is being used as a sacrifice for Gazul’s sacrifice ability, using this on a whole pack of Marauders is very powerful and can win you battles even after your whole army died, this strategy is one of the main ways to counter Spider Lich.

Research for Marauders is unlocked at academy level 1

Tier 1: Fitness Training – Flat health increase, leads to Silver Marauders
Tier 2: Combat Training – Flat damage increase, leads to Climate of fear, which increases the morale decay of marauders attacks by an additional 50%
Tier 3: Fast Reflexes – increase the dodge chance of marauders by x% leads to Advanced Survival Training which reduces the damage taken by marauders by 10%
Tier 4: Basic Fitness Training – Increase the health of Marauders by x%, leads to Gold Marauders.
Tier 5: Building Expertise – reduce the production time of Marauders by x%, leads to Tenacity which increases the chance of marauders being reanimated when killed while on garrison duty by an additional 10%
Tier 6: Advanced Fitness Training – Increase the health of Marauders by x% leads to Poisoned Blades, which gives gold Marauders 50% more damage to their poison damage over time.
Tier 7: Garrison Training – Increase the health and damage of Marauders while on garrison duty by x% leads to Field Training: desert, which increases the health and damage of Marauders while battling in deserts by 20%
Tier 8: Training Discipline – reduces the gold cost to produce Marauders by x% leads to Brutal Efficiency which reduces the rare resource cost to produce Marauders by 20%
Tier 9: Elite Combat Training – increases the damage by x%, leads to weapon mastery, which increases damage by another 20%
Tier 10: Building Mastery – reduce the time to produce marauders by x%, leads to Advanced Tenacity, which increases the reanimation chance while on garrison duty by 20%
Tier 11: Lightning Reflexes – Increase the dodge chance by Marauders by x%, leads to Elite Survival Training, reducing damage marauders take by 20%
Tier 12: Elite Fitness Training – Increase the health of Marauders by x%, leads to Regroup, which increases the legion size of Marauders by 4, to total 34 in a legion.

Acolytes

Acolytes are your ranged unit as lich they have very high damage but have very short ranged compared to other ranged units such as the archer. For this reason, many times you will see them clumped up together with only a few attacking. These guys are not the best at their job unless on the garrison wall, then they deal some real damage with the unlimited range the wall provides them. Unfortunately, being undead means they will also die when they are killed and not be send to the hospital which can be very expensive to replace if you are attacked frequently. As of a recent patch the undead units were given a buff to pillaging this unit will be your Go to for hitting empty walls to get loot.

Research for Acolytes unlock at academy level 1

Tier 1: Fitness Training – Flat health increase, leads to Silver Acolytes
Tier 2: Combat Training – Flat damage increase, leads to Vengeful Rage, which adds a damage effect to the upon death ability of Silver and Gold Acolytes.
Tier 3: Magical Reach – Increase the attack range of acolytes by x leads to Advanced Agility Training, which increase the attack speed of Acolytes by 10%
Tier 4: Basic Fitness Training – Increase the health of Acolytes by x%, leads to Gold Acolytes.
Tier 5: Building Expertise – reduce the production time by x%, leads to Tenacity which increases the chance of being reanimated when killed while on garrison duty by an additional 10%
Tier 6: Advanced Fitness Training – Increase the health of by x% leads to Putrefaction, which adds a poison effect to Gloomy Burial the gold Acolyte ability.
Tier 7: Garrison Training – Increase the health and damage while on garrison duty by x% leads to Field Training: desert, which increases the health and damage while battling in deserts by 20%
Tier 8: Training Discipline – reduces the cost to produce by x% leads to Brutal Efficiency which reduces the rare resource cost to produce by 20%
Tier 9: Elite Combat Training – increases the damage by x%, leads to weapon mastery, which increases damage by another 20%
Tier 10: Building Mastery – reduce the time to produce by x%, leads to Advanced Tenacity, which increases the reanimation chance while on garrison duty by 20%
Tier 11: Advanced Magical Reach – increase the range of Acolytes by x leads to Elite Agility Training, which increases the attack speed of acolytes by 20%
Tier 12: Elite Fitness Training – Increase the health by x% leads to Regroup, which increases the legion size by 3, to total 33 in a legion.

Scorpions
Scorpions are THE frontline unit of the Lich race, many will argue they are the best frontline unit out of all the races due to the fact that they are magical creatures and thus can be healed by Vega’s sun god ability while having a passive 50% magic damage reduction which means they won’t be easily broken by hero abilities which is how most frontlines are broken.

Research for scorpions is unlocked at academy level 2

Tier 1: Fitness Training – Flat health increase, leads to Silver Scorpions
Tier 2: Combat Training – Flat damage increase, leads to Vampiric Claws, which gives scorpions 10% lifesteal (they heal for 10% of the damage they deal)
Tier 3: Advanced Survival Training – Reduces damage scorpions take by x%, leads to Fast Reflexes, which increases the dodge chance of scorpions by 10%
Tier 4: Basic Fitness Training – Increase the health by x%, leads to Gold Scorpions.
Tier 5: Convalescence – reduces the healing time by x%, leads to Garrison Recovery, which reduces the healing time of garrison scorpions by 40%
Tier 6: Advanced Fitness Training – Increase the health of by x% leads to Enhanced Regeneration, which increases the healing of the Gold Scorpion ability by 50%
Tier 7: Garrison Training – Increase the health and damage while on garrison duty by x% leads to Field Training: desert, which increases the health and damage while battling in deserts by 20%
Tier 8: Training Discipline – reduces the cost to produce by x% leads to Brutal Efficiency which reduces the rare resource cost to produce by 20%
Tier 9: Elite Combat Training – increases the damage by x%, leads to weapon mastery, which increases damage by another 20%
Tier 10: Advanced Convalescence – Reduces the healing time by x% leads to garrison recovery II, which reduces the healing time by another 60%
Tier 11: Elite Survival Training – reduces damage taken by x% leads to Lightning Reflexes, which increase dodge chance by 20%
Tier 12: Elite Fitness Training – Increase the health by x% leads to Regroup, which increases the legion size by 1, to total 8 in a legion.

Mummies
Mummies are another ranged unit of the Lich race but they fill the support role like priests for humans. Where these units will animate corpses into skeleton warriors during battle. As of a recent patch they only animate skeleton corpses, so you will need to bring your own Marauders to be animated or only use them against other lich players who use skeletons, which never happens. The only use for mummies now are to be used against undead themed quests where you can use them to animate the NPC units and if they survive the battle they will join your army for free. This can be very useful as you can raise entire Marauder and acolyte armies with mummies after doing enough quests.

Research for mummies unlocks at academy level 2

Tier 1: Fitness Training – Flat health increase, leads to Silver Mummies
Tier 2: Combat Training – Flat damage increase, leads to Extended Range, which increases the range of mummies by 2
Tier 3: Advanced Survival Training – Reduces damage taken by x%, leads to Advanced Agility Training, which increases the attack speed of mummies by 10%
Tier 4: Basic Fitness Training – Increase the health of Acolytes by x%, leads to Gold Mummies.
Tier 5: Building Expertise – reduce the production time by x%, leads to Tenacity which increases the chance of being reanimated when killed while on garrison duty by an additional 10%
Tier 6: Advanced Fitness Training – Increase the health of by x% leads to Mass Resurrection, which increases the radius of the Gold Mummy ability by 60%
Tier 7: Garrison Training – Increase the health and damage while on garrison duty by x% leads to Field Training: desert, which increases the health and damage while battling in deserts by 20%
Tier 8: Training Discipline – reduces the cost to produce by x% leads to Brutal Efficiency which reduces the rare resource cost to produce by 20%
Tier 9: Elite Combat Training – increases the damage by x%, leads to weapon mastery, which increases damage by another 20%
Tier 10: Building Mastery – reduce the time to produce by x%, leads to Advanced Tenacity, which increases the reanimation chance while on garrison duty by 20%
Tier 11: Elite Survival Training – reduces the damage taken by mummies by x% leads to Elite agility Training which increases the attack speed of mummies by 20%
Tier 12: Elite Fitness Training – Increase the health by x% leads to Regroup, which increases the legion size by 2, to total 10 in a legion.

Spiders
Spiders are the corner stone of the Lich army, without spiders being as powerful/borderline overpowered as they are the Lich race would not be what it is. In the current meta the Lich army is comprised of two units Scorpions and Spiders, while the Scorpions are used to tank damage and delay the enemy from getting to the spider, the spider is responsible for everything else. The spider is capable of doing almost everything. Spiders have incredibly long range where they can almost hit anywhere on the battlefield while standing on the backline, they spawn their own meatshields in the form of spider lings and have Splash attacks that apply a damage over time effect. Combined this unit has the largest kit out of any unit in the game where the only units with more abilities or traits are the “super” units which you can only have one of.

Spider research is unlocked at academy level 3

Tier 1: Fitness Training – Flat health increase, leads to Silver Spiders.
Tier 2: Combat Training – Flat damage increase, leads to Ultra Broodlings, which increases the attack damage of spiderlings by 30%
Tier 3: Advanced Agility Training – increase the attack speed by x% leads to Incubation, which increases the health of spiders by 20%
Tier 4: Basic Fitness Training – Increase the health of Acolytes by x%, leads to Gold Acolytes.
Tier 5: Convalescence – reduces the healing time by x%, leads to Garrison Recovery, which reduces the healing time of garrison scorpions by 40%
Tier 6: Advanced Fitness Training – Increase the health of by x% leads to Deadly Poison, which increases the damage of the spiders poison by 20%
Tier 7: Garrison Training – Increase the health and damage while on garrison duty by x% leads to Field Training: desert, which increases the health and damage while battling in deserts by 20%
Tier 8: Training Discipline – reduces the cost to produce by x% leads to Brutal Efficiency which reduces the rare resource cost to produce by 20%
Tier 9: Elite Combat Training – increases the damage by x%, leads to weapon mastery, which increases damage by another 20%
Tier 10: Advanced Convalescence – Reduces the healing time by x% leads to garrison recovery II, which reduces the healing time by another 60%
Tier 11: Elite Agility Training – Increase the attack speed of spiders by x% leads to Enhanced Incubation which increase the health of spiders by 30%
Tier 12: Elite Fitness Training – Increase the health by x% leads to Spawn, which increases the number of Spiderlings spawned each wave by 3 for a total of 8

Siege (Sling Catapult)
The lich catapult is the same as the Human catapult with the only difference being that the Combat Field Training: Grasslands is Desert. To save you some time reading if you already read the human research bonuses.

Tier 1: Fitness training? (better make our catapults run that extra mile otherwise it will get fat.) – flat bonus health increase, leads to silver catapults.
Tier 2: Combat Training - Flat damage bonus, leads to wall destruction, giving silver and gold catapults even more bonus damage against walls.
Tier 3: Advanced Survival Training – Reduces damage catapults take by a %, leads to siege plating which reduces damage taken from ranged attacks by 10%
Tier 4: Basic Fitness Training – bonus +% health, leads to gold catapults.
Tier 5: Advanced Lethality – Increases the critical strike chance of catapults by a %, leads to advanced agility training which increases catapults attack speed by 10%
Tier 6: Advanced Fitness Training – Bonus +% health, leads to advanced destruction, which further increases the damage of catapults against walls.
Tier 7: Reduce production time of catapults by a %, leads to Desert training, which gives +20% health and damage when fighting in Deserts
Tier 8: Training Discipline – reduces cost of producing catapults by a %, leads to research that reduces the cost of blood diamonds to produce catapults by 20%
Tier 9: Elite Combat Training – increase damage by a +%, leads to “Heavy Boulders” research which increases the attack damage of catapults by another 20%.
Tier 10: Elite Lethality – increases critical strike chance by +%, leads to Elite Agility Training which provides catapults with +20% attack speed.
Tier 11: Elite Survival Training – further reduces the damage taken by a %, leads to Reinforced siege plating which reduces ranged damage taken by another 20%
Tier 12: Elite Fitness Training – Even more +% health, leads into Honor Bombardment, which increases the honor gained when attacking cities…..this research is useless and you can skip it.

Sphinx
This is the Lich Super Unit it has a Fear aura just like the boss you can fight. This Aura will be helpful when breaking human castles as it will quickly break the frontline and allow you to completely crush the battle quickly.

3.3.2) Research
Focus on scorpion and spider research unlock Silver Skeletons and that is all you need to do. Simple.

3.3.3) Army Formations

Seven spiders in the backline with 4-5 scorpions in the frontline, maybe have one legion of skeletons to sacrifice with Gazul to summon a powerful titan, besides that you can use this setup for literally everything.

4.) Kings Court
The King’s Court is a feature that allows players to choose a king for your respective kingdom. The king will choose their advisors and the advisors will choose their subordinates. Each of these roles provides a huge bonus to the player who sits in that position.
To get a king for your kingdom you first need to have ten cities in your kingdom. Then you need to have at least ten cities vote for one single person to name them king. This can happen once every week so choose wisely.
I would suggest you start early in gathering support to be king, the moment you capture your first city start being active in kingdom chat offer your aid in capturing other cities and gain the favor of the other players. Become the cornerstone of the community help players out answer questions be friendly and maybe one day you will be voted king.
If this doesn’t work just capture as many cities as you can and hope everyone votes for themselves and maybe you will win by having ten cities to your name.

5.) Miscellaneous tips

5.1) Boss Tips

Bosses give a lot of experience so fielding all your heroes is advised even if you don’t need to use a fully army.

Get Sylph archers these units have a slow added effect to their attacks this will cause the boss to lose 50% movement and attack speed. This is HUGE and will literally be the difference between losing or winning, even using bronze II sylphs is worth it that’s how important it is. You can buy sylphs around the map at mercenary points, you are also likely to get Silver Sylph archers in your daily loot box on the 3rd or 4th box (from free ones, the ones that are once every 24 hours)

The boss A.I is designed to focus Giant units over all other units followed by heroes. This means you can actually Cheese boss fights by using a Siege weapon or a spider or Tank. You can also use Rufio in the same way. The idea of this is to place a Giant unit in a corner and the Boss will run straight to it while all your units just kill it, this is twice effective if you use Sylph archers. You can go even further by having Rufio heroic leap to the position of the Giant unit as it dies and the boss will continue to stand there turned away from your army and attack Rufio.

This is even more effective now as once a boss is slain all the bosses supporting troops will flee making this the most viable strategy to killing bosses, this strategy works for any boss.

If you are still having trouble killing the boss Ask a Dwarf if you can borrow some Riflemen from them, these units have a chance to land a headshot which deals 50 times damage, which means you can almost one shot the boss, and as this is a NPC battle you can repeat the battle until you get a lucky string of headshots and kill the boss instantly. Happy Hunting!

One last tip, it is not always advisable to kill a boss the moment you unlock it, as it could kill a lot of your troops or worse you could already have a lot of resources and you don’t want to gather to much otherwise players will attack you.

5.2) Upgrading Castle Building Tips

When upgrading buildings in your castle you want to focus on production buildings and the main castle build above all else, and have walls as second priority. There are times where you will have to pick and choose which buildings you want to upgrade first or never upgrade at all.

To be most efficient about leveling your main castle build which is your number one objective to gain power, is to focus your army on a few units rather than all units, this also applies to research.

For example If I can upgrade my spearmen building or my swordsmen build and then I have enough prosperity to upgrade my castle I should only pick one or the other, but which do I choose? Well you should choose the one you focused on in research as it will provide you with the most power. Do this for all buildings and you will stay ahead of most players and probably be in the top 100 of your kingdom.

Never upgrade passive resource buildings except the Gold one (and only if you are on a gold bonus tile in a city) also never upgrade your warehouse (unless you get raided a ton, but you should be attempting to keep your resources low anyway)

5.3) Research Tips

When researching you should only focus on researches that will benefit your army so if you use swordsmen but decided to not use Spearmen than DO NOT bother upgrading spearmen as it is a waste of Time and resources. It is better to focus on a small selection of units and make them more powerful than it is to cast your net wide and have mediocre units all around.

Try and pick researches that will finish around the time you will be playing next, for example I could research level 1 and 2 of x which takes 30 minutes just before I sleep for 8 hours and waste 7 hours and 30 minutes of research time, or I could research level 10 of y and it will finish by the time I am about to get to my office and I line up a new research to finish around lunch or dinner time. This will help you stay ahead even if you don’t play much.

5.4) General Tips

This is a game about resource management, this means you want to keep losses to a minimum. To do this the #1 loss you will incur overtime is from being raided. To keep these losses low invest your spare resources into your garrison, the stronger your garrison the less likely you are to be attacked, the less resources you have because you spent it on research or the garrison will mean you are less likely to be attacked. Do this always and you will be in good shape.

Before doing every overworld battle focus on the ones that provide potions especially the orange (energy) potions as they are the most critical to have, as I said above this game is about management and efficiency you do not want to spend more resources than is absolutely required of you. This is doubly so for Hero Energy as it is the #1 limiting resource in the game for you to do anything.

For example, it is better to attack a player’s castle with 2 heroes twice than it is with 4 heroes, if you are plundering as it will cost the same amount of energy but will net you more plundered resources, thus it is more efficient.

You can borrow units from other players in your house this is very powerful and can save you a lot of resources. To do this go into the house menu go to members tap on a member’s name and then tap on request to borrow. They can then send you two legions of troops for you to use in battle. This is almost required in the late game to duel whales or to break high level castle garrisons.

5.5) Advanced Tips

Spacing your cavalry. If you have your cavalry back to back then they will charge into the enemy nearly at the same time, this is ineffective because the charge stuns the enemy for a second or two, to maximize this effect space the cavalry by one or two full squares or behind another legion of units, this will make it so you can charge the enemy twice for more damage and stun uptime.
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

viewtopic.php?f=39&t=13293
 
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Cheerios7204
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 2:51 am

Zinek, this is hands down the best guide on this forum. It has a lot of great information to players of all experience levels. Thanks for sharing!
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Zinek
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 3:56 am

Cheerios7204 wrote:
Zinek, this is hands down the best guide on this forum. It has a lot of great information to players of all experience levels. Thanks for sharing!


Thank you very much for saying so Cheerios! I was worried people would take to it poorly as it is quite lengthy and doesn't have any visuals like your guides <3
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

viewtopic.php?f=39&t=13293
 
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Hiems
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 4:56 am

Awesome guide, Zinek. Was thinking of making one but now I'm sure you covered pretty much everything lol
 
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Zinek
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 4:58 am

Hiems wrote:
Awesome guide, Zinek. Was thinking of making one but now I'm sure you covered pretty much everything lol


Yea this will have to do until the Wiki comes out and I'll edit that a bunch :P
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

viewtopic.php?f=39&t=13293
 
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Aluminara
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 6:36 am

Great guide Zinek.
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Tom
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Fri Aug 25, 2017 2:05 pm

Fantastic work. Shared it with my house. This'll be super useful for prioritizing research.
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hengli
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Re: [GUIDE] Zinek's Declassified Survival Guide to the Art of Conquest. (updated for patch 1.14.3)

Wed Aug 30, 2017 7:06 am

This guide is the best guide I've ever seen about the game, including guides done by some game websites. Thank you very much for your hard work Zinek, I am sure this guide will help lots of players.

And congratulations on winning the contest!

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