Yesterday I was chatting a bit with one of our players
and we had an interesting conversation about some of the key ideas about going
on adventures. If you haven’t started long ago in the game, then you might’ve
heard people chat about doing adventures – but maybe you don’t know exactly
what that means – nor some of the terminology involved.
The objective of this post is to clarify at least some
of these things.
I don’t know exactly at which level you are given
your very first adventure – perhaps someone reading this knows and can post it
here as a comment? Perhaps around level 26? In any case, this is not so
important: the adventures will come in due time.
Adventures can be obtained in several ways:
-
Through Adventure Search with the
Explorer
-
Through Quests given
-
Through Trading in the Market
-
Through purchase in the Merchant in
exchange for Map Fragments, Gems or Guild Coins (The Nords only at the moment)
But what is an Adventure?
An Adventure is a quest in which you send one or
more Generals with troops to an island. There you need to take out Camps,
pretty much like you did in your own island, when conquering the territory. And,
at the end, you will get experience points (XP) and resources (loot).
But just how do we do it?
Well, an Adventure will always end up in your stock.
You can find it on the Star Menu, under the Misc (or All) tab.
When you left click on it you are given the option
to activate it.
Adventures come in three main levels of difficulty –
that are also unlocked as you level up. Those adventures with a white circle
are Easy. Those with a green circle are Medium. And those with a blue circle
are Hard.
There are adventures for one player, two players and
three players. More on that later because first we need to cover the basics of
Adventuring...
THE BASICS
When you go on an Adventure you need to take troops
with you. This means you need to build them first. And this means that you need
to know what to build.
If no one had done these adventures before we would
be stuck with sending some random combination of units to that island and...
pray for the best.
But these adventures have been around for a while
and, as such, people have taken their time to create maps and strategies that
can help us all successfully complete them with minimal losses.
Why is this important?
LOOT AND XP
Because if you suffer less losses you will be able
to go on adventures more often. Which means you will gather loot and XP more
often.
Loot means resources that you get after completing
an adventure: exotic wood logs, marble, iron swords, bread, brew, etc, to name
a few. All kinds of things that may (or may not...) be useful to you.
XP you need to level up so, after adventuring
becomes available you will need to go on adventures regularly if you want to
level up. And, the higher your level, the more XP you will need to advance to
the next.
Typically, adventures giving higher XP give worse
loot and adventures with great loot have lower XP... you can’t have it all!
So, it is also important to know what is your
objective when you’re going on an adventure: do you need the XP to level up? Or
is it resources you’re looking for? (granite perhaps...)
Once again, the guides will tell you all about this.
You will see a lot of talk about “loot slots”.
But what are they?
LOOT SLOTS
Whenever you finish an adventure you get 6 different
sets of resources, plus the XP.
For example, last time I completed the Horseback
adventure I got:
300 Granite
400 Hardwood Planks
700 Iron Swords
700 Horse
150 Bread
500 Meat Deposit
7230 XP
Each of these items is a “slot”. Each “slot” has
various loot possibilities, with different percentages. For instance, for the
first slot, where I got 300 Granite, if we look at the guide, we see that the
four items we can get there are:
500 Exotic Wood Logs, 33.3%
600 Exotic Wood Logs, 16.7%
200 Granite,
33.3%
300 Granite, 16.7%
The percentage measures the probability of getting
that particular item for this first slot.
So, I was lucky this time around...
It is important to look at the loot each adventure
gives if you are going on an adventure in search of particular things. You can
never know exactly what you’re going to get – but you can have a very clear
idea of what are your chances of getting what...
Okay. So now we know about loot and XP. What other
things we need to know?
ATTACK WAVES
Well, one of the first expressions you might come
across which might be unclear is “wave”.
The adventure guide might say something like: “you
will need 2 waves to defeat the Leader Camp.”
What is this thing, waves?
Well, a wave is an attack. So, two waves means two
attacks. So, what is being said is that you need to attack the camp twice in
order to defeat it. Simple, right?
But, notice that it was also a mention to something
called the Leader Camp...
So are there camps other than Leader Camps?!
CAMPS AND LEADER CAMPS
There are. And they are not as important as the
Leader Camps. Because, Leader Camps are the ones that hold an area under control.
If you take out a Leader Camp – you automatically take out ALL other camps in
that area.
So, the best strategy (if at all possible) is to
ONLY take out the Leader Camps, for this will save you troops. Again, the
guides will let you know if this possible – and how it can be done.
Of course, sometimes, in order to destroy the Leader
Camp we must first clear some of the other camps along the way. But, sometimes,
even where there are camps between your Garrison and the Leader Camp, there is
a way to avoid them and hit the Leader Camp only.
(the Garrison, by the way, is the name given to each
of the camps that have one of your Generals and issued troops)
And that’s when you get to hear the word “Block”!
BLOCKS! AND INFLUENCE ZONES
And what the heck is that now?!
Well, if you click on a camp (it can be one in your
island) you will see that it has a squared shadow over it. This means that, if
a General enters that area, the General will be diverted into the said camp and
engage in battle. It’s what we can call an influence zone.
And what happens a lot on adventures is that you
will have one or more camps of these secondary camps looming over the Leader
Camp.
There are two strategies to deal with this:
1. You
take these secondary camps one at a time, which will naturally accrue higher
troop losses.
2. Or
you can block these camps’ influence zone and attack only the Leader Camp.
That’s what blocks do: they do a “fake” attack on
the secondary camp (or camps) and let the General carrying the real army pass
by them and attack the Leader Camp.
But why is this better? You will quickly find out as
soon as I explain the two types of blocks.
(Also, as far as I'm aware, Leader Camps DON'T have an influence zone - only the secondary camps do)
(Also, as far as I'm aware, Leader Camps DON'T have an influence zone - only the secondary camps do)
SINGLE BLOCKS AND ROUND BLOCKS
There are two types of Blocks:
1. Simple
or Single Block
2. Round
Block
Single/Simple
Block
In this block you send out one General (a normal
General typically) with ONLY 1 Recruit. That’s it. One Recruit ONLY.
This general will attack the secondary camp and, of
course, lose. But, this attack has a duration – typically about 20 seconds.
And, during this time, the influence zone is switched off... which means
another General can pass through it and reach the Leader’s Camp and attack.
Perhaps even taking it out in one fell swoop.
So, for a Single Block to work, it needs to be well
timed and, for that to happen, the best and simplest of ways is to merely
place your General’s garrison where the guide tells you to...
For the location was chosen in such a way that, if
you send the Generals one after the other (and there is no substantial
server lag...) they will hit their designated targets at the correct time
and allow a better victory (with less loss of troops).
The downside of the Single Block is that your losing
General will be recovering for 4h... (that and you have lost yet another
Recruit...)
These are two of the reasons why, whenever is
possible, we should use a Round Block instead.
Round
Block
If you have ever watched a Battle Report replay, you
know what a Round is. It’s when your troops attack the target and then the
target attacks your troops back. After all troops have had their turn, the
Round ends. If there are still troops alive on both sides, another Round
begins.
So, a Round Block is a Block where we use multiple
Rounds to allow the General attacking the Leader Camp to pass.
And, for this, the adventures guides are also
incredibly useful. They will give you the combination of troops that makes the
number of Rounds be as high as possible.
Why is this important? Because the higher the number
of Rounds, the more time your General will have to enter the enemy camp, engage
in combat and defeat it.
And, contrary to a Single Block, a successful Round
Block carries no losses and no wounded General waiting time.
When you send your Round Block General to the
designated secondary camp, the attack will go on for several rounds (typically
between 8 and 12 rounds). During all this time, your other General has time to
finish breakfast, shave, suit up, hit the Leaders Camp (since the influence
zone will be off throughout the duration of the Round Block), destroy it and go
back to the garrison in time to watch the evening news.
And, the good news about that is that, if things are
well timed (ie, the Leader Camp attacking General does his deed BEFORE the
Round Block finishes) the WHOLE area under the Leader’s Camp control will be
yours at the end of this attack. Which means that you will have automatically
defeated all secondary camps. Which means NONE of the troops involved in the
Round Block will be lost.
So, the great advantages are: no troop loss, no
recovery time and a greater time interval to perform the attack on the Leader’s
Camp.
This is why Round Blocks should be as long as
possible: to give time to the General attacking the Leader’s Camp to win his
battle.
If, however, you take too long in sending out the General
attacking the Leader’s Camp – and the Round Block ends whilst the Leader’s Camp
is still being attacked, at the very least you will lose some of the troops
used for the Round Block.
Because this usually means either Cavalry or
Soldiers, it is best to use the guide and follow the instructions to the letter,
so that no losses are taken.
Of course, Blocking can also be used to take camps
other than Leader Camps. It is just that, more often than not, blocking will be
used when taking out Leader Camps.
ENEMY RECOVERY TIME?
Another question that I posed myself a while ago
was: well, if I attack a camp – and wait for a few hours, to build troops, to
get some more troops – do the enemy units therein recover in the intervening
time?!
It seems likely that they would – but, as far as I
know, and at my current level (38), I am still to find such a scenario. So, to
the best of my ability I would say, don’t worry about it. Even if your
General takes 4h to recover, the damage done, is done, it stays and you
will be able to take out the rest of the camp as easily as if the attacks had
been in quick sequence.
Even the “boss”, the tougher unit, hardest to
defeat, even the hit points loss it suffers during the first attack will remain
for the second. And, I guess it has to be this way since some boss units are so
tough that, if they recovered after that initial attack it would take too long
to take them out – if not outright impossible.
REQUIREMENTS TO GO ON ADVENTURES
So, due to all that we have seen – and remembering
that adventures are time bound (ie, you have to complete them within a certain
time frame), it is important to be prepared before we start them. It is also
important to account for the recovery time. Especially if you only have one or
two Generals.
I would venture to say that two normal Generals is
the absolute minimum to go on adventures. If you have only one the losses will
be much greater – and you will take substantially more time to complete some of
the adventures. Other adventures simply won’t be possible to play at all. So,
save up some gold coins for that second General and, if you can, get your hands
on one of the special Generals, the Battle Hardened or the Veteran General.
(More on these later. As it stands I don’t exactly
know what’s the difference between them... apart from the fact that they are
both faster than the Normal General. Which is great not only to send troops –
but also for Blocking!)
(NOTE: the main difference between the Veteran and
the Battle Hardened General is that, even though they are both faster than the
normal General, the Veteran General can carry 250 units rather than the usual
200 – and this can help A LOT in taking out some camps! More units per each
attack means not only less attacks but also less troop losses!)
SENDING TROOPS
When you send troops to an adventure island you do
not need to leave at least one General behind. You can load up both of them
with 200 troops, send them to the island, offload them there (push the sliding bars to zero on every unit
for both Generals) and send them back to the home island once again in order to
get some more troops. When you get back to the adventure island all the units
you left behind will still be there, waiting to be used.
This is quite convenient because each travel takes
half an hour (with a Normal General – 15 minutes with a Veteran or Battle
Hardened General) and, quite often, you need in excess of 800 troops just for
one of the easy adventures (even though you won’t lose them all...). This means
at least 4 trips so, it’s good if you can do it in 2 hours (2 trips for each of
the two Generals), instead of 3 or 4 hours... (leaving one General behind and
sending the other back for another 2 or 3 times for the reinforcements).
PLANNING AHEAD
One of the simple strategies that I do when
adventuring is that I pick beforehand the adventure I will do (typically today
the one I will do tomorrow). I then look at the guide and see how many troops I’ll
need. Then I check to see if I have the necessary resources to build them. If I
don’t I either ask around to see if someone within the guild wants to swap
something for them – or I go on the market and place a trade – or outright buy
what I need with either gold or guild coins.
Then I build the troops during the night so that, in
the morning, everything will be ready. I also account to the fact that, each
day, 96 settlers are produced. So, if I’m going to go on an adventure say 12h
from now, I’ll have another 48 settlers to use by then. This means I don’t have
to use so much bread to make more settlers... I just leave those 50 settlers lacking,
which will then become the last 50 recruits I’ll need. I say recruits because
they are both cheap and quick to make.
There is more to be said but I’ll wrap up here for
now... this has been a long enough post! I hope it was helpful to you!
If you have any comments, anything that you have
spotted that is incorrect – or something you feel should be added – please let
me know so I can make the necessary changes.
Thanks!
Nim.
2 comments:
It's worth mentioning that sometimes you can obtain adventures for seasonal events. Don't bin these if the event is over. I have been using my Christmas adventures up throughout February and received lots of xp for it!
True Willow! But the other thing to remember is that, doing those events out of their season usually yields none of their special rewards. In light of this, you may want to consider saving them for the next time the said event comes around...
;)
Thanks!
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