For some time, we had 4 troop types,
Troop Types
• Infantry: Supply Troops, Militiamen, Scouts, Pike men, Swordsmen, Blood thorn,
Executioner, Halberdier, Saboteur, Duelist, Foot Soldier
• Horsed: Cavalry, Heavy Cavalry, Hussar, Sidhe Corruptor, Dragoon
• Ranged: Archers, Flame Archers, Long Bowman
• Siege: Wagons, Ballista, Battering Rams, Catapults, Siege Wall, Onagers.
And a new troop type was added, consisting sofar of 6 new troops;
Spell Casters:
• Shield Sorcerer, (trainable troop)
• Toxic Conjurer, (trainable troop)
• Soul Stealer, (Rare troop)
• Plague Doctor (Rare troop)
• Swamp Witches (Rare troop)
• Rot Familiars, (trainable troop)
• Null Mages (Rare troop)
• New SpellCaster coming up • A New Spellcaster that uses its powers to weaken the enemy’s archer units. We believe
this will add more strategy to player troop choices.
“The SpellCasters participate in normal combat, but what makes them stand apart is
that each type of Spellcaster has a special skill unique to that unit type. Information
of what each unit does can be found in the Barracks and on the Reports after battles.
Each Spellcaster type will have a symbol with its information indicating whether
that unit buffs your army, debuffs the enemy army, or attacks on its own”.
“Buffs Your Army”
“Attacks on its own”
“Debuffs the enemy Army”
* SpellCasters are designed to help your existing units to either cover their
weaknesses or add to their strengths. A Spellcaster on its own will be easily
defeated, but pairing your SpellCasters with the right units will give you a
formidable army.
* The strength of each SpellCasters unique ability is determined by one of the
SpellCasters stats and by the SpellCasters Spell Power stat.
(example)
* They receive Champion boosts, the same as the existing units.
* They receive general Throne Room boosts, but not the existing class boosts.
Spellcaster class-specific Throne Room buffs have been added. It is now possible to
have Throne Room items with Spellcaster Attack, Defense, Life, Combat Speed,
Range, and Spell Power buffs and debuffs. These Throne Room buffs act the same
as the existing Infantry, Ranged, Horsed, or Siege-specific buffs. These new buffs
have been added to TR items and Uniques.
* SpellCasters will participate in Dark Forest combat, but the sinister forces there
will suppress the SpellCasters’ magic’s. (So not worth it to use for DF’ing)
* The more SpellCasters you send into a battle, the stronger their magic will be.
When attacking, you have to balance how many regular units you bring with how
many SpellCasters you bring, but on defense, it’s wise to use as many SpellCasters
as you can.
* The modifiers are different for each Spellcaster but consistent for all players (so
a Plague Doctor has a different modifier than a Soul Stealer, but every Plague
Doctor for every player has the same modifier).
SpellCasters in the Range(d) Troop Priority List
01- Spell Shield
02- Sidhe Corruptor
03- Siege Walls
04- Greek Fire
05- Wall Mounted X-Bows
06- Catapult
07- Heavy Onagers
08- Ballista
09- Trebuchet
10- Toxic Conjurer
11- Swamp Witches
12- Archer
13- Flame Archer
14- Long Bow Man
15- Plague Doctor
16- Scout
17- Null Mage
18- Hussar
19- Cavalry
20- Heavy Cavalry
21- Dragoon
22- Soul Stealer
23- Pike man
24- Halberdier
25- Militiaman
26- Swordsman
27- Battering Ram
28- Supply Wagon
29- Supply Troop
30- Executioner
31- Duelists
32- Foot soldier
33- Blood thorn
34- Shield Sorcerer
35- Rot Familiar
36- Saboteur
37- Caltrops
38- Spikes
39- Defensive Tower
40- Redoubt Tower
41- Wall
• Shield Sorcerers are at the
end (with the shield itself up
front to absorb damage while
it's still in action).
• Max damage shields 30
Billion
Shield Sorcerer
Shield Sorcerers - The Shield Sorcerers create a magical shield at the start of combat. This
barrier will absorb all damage and protect your army until the enemy forces destroy your
shield.
The strength of the shield is determined by how many Shield Sorcerers you bring into battle,
your Shield Sorcerers’ Defense stat, and your Shield Sorcerers’ Spell Power stat. The higher
your stats, the more damage the shield can absorb.
After creating the shield, the Shield Sorcerers enter combat and fight alongside the rest of your
army.
Shield Sorcerers pair well with units with high Combat Speed or Defense against Ranged units,
allowing your army to close the gap in Range while taking less damage.
Fact Sheet:
• Can be trained if you have a level 10 alchemy lab (par city) and a level 10
barrack
• Shield Sorcerers can absorb max 30 billion damage.
“The Shield Sorcerers protected your troops from 30,000,000,000 damage this
battle.”
• SpellPower & Defense are the stats that affect shields. Sacrifice Boosts both. • Best to use with following stats in a TR Preset:
1) Defense
2) Combat Speed buff
3) Accuracy buff
4) SpellPower (important)
• Mix SoulStealers with Shield Sorcerers. Each alone are quite weak by themselves and
they will better use both of their max potentials if they are paired. •
Firstly, their base stats are affected by the blood lust selection in a fey city
therefore treated in this instance as an infantry troop (attack [+50%], life [-
25%], CS speed [+50%]) (However they do not benefit from or are affected by
infantry TR stats) • Troop priority list: Shield Sorcerers are at the end (with the shield itself up
front to absorb damage while it's still in action)
• Base Formula: Shield Health= (Number of Shield Sorcerers entering the
battle) *(Caster's Defense/Modifier) *(Casters’ base Spell Power*TR Spell
Power boost)
• Shield Health= (Number of Shield Casters) *(Caster's Defense/350) *(Casters’
base Spell Power*TR Spell Power boost)
• Shield Sorcerers will be really dangerous if you have besides Spell Power
Enough Defense & Accuracy Debuff.
Soul Stealers
Soul Stealers - The Soul Stealers sap the Life of enemies they attack to heal
members of their own ranks.
The amount of Soul Stealers that can be healed or revived is determined by the
amount of damage the Soul Stealers do that turn and their Spell Power stat. The
more damage they do in a turn; the more Life they get back.
Soul Stealers make for a good defensive line for your slower or Ranged fighters.
Fact Sheet:
• Is a RARE troop, cannot be trained? You need to obtain in troop box
promotions.
• It Only takes 50k to take a battle to 100 rounds unless you debuff spell
power.
• with enough spell power the Soul Stealer goes 100 rounds IF they can hit
something ... if ranged type troops hit them before they simply die.
• Souls Stealers are the “Achilles heel” for people defending Full City if used
correctly. • Mix Soul Stealers with Shield Sorcerers. Each alone are quite weak by themselves and
they will better use both of their max potentials if they are paired.
• Troop priority list: Soul Stealers are around the middle of the list.
• Base Formula: Soul Stealers:
• Health Returned per round= (Damage done that round/ Modifier)
*(Casters’ base Spell Power*TR boost)
• Soul Stealers can't heal themselves for more than their max Health.
• Here's the example from the design document (it's an extreme example to
explain the functionality, so don't get too hung up on the specific numbers):
The healing should resolve on the same turn as the attacking. So if a Soul
Stealer has 10 Life left, attacks and should be awarded 100 Life from the
spell, and the enemy attacks and does 30 damage, the Caster is still alive. The
Soul Stealer would have the 10 Life it started with plus the 100 Life from the
spell then minus the 30 from the enemy attack, for 80 Life left after that
round.
• Soul Stealers are really Dangerous if you have besides Spell Power, Combat
Speed, Accuracy & Attack.
Toxic Conjurer
The Toxic Conjurers use acidic bombs to attack your enemies from a distance. They
have Range similar to an Archer but fight like an Infantry unit. Their magic adds
extra Attack to their acid, with the damage bonus determined based on the Casters’
Life and Spell Power. Toxic Conjurers make for a good addition to your Ranged
ranks since the Casters also fight at a distance. They will attack the units closest to
your Ranged lines, while your Archers attack the enemies in the distance.
Fact Sheet:
• Can be trained if you have a level 10 alchemy lab (par city) and a level 10
barrack.
• Very effective to mix them with ranged troops due to their own range.
• Troop priority list: Toxics are near the front of the list.
• It might be helpful to think of the Toxic Conjurer's spell as a
second hit. The unit hits the enemy normally and then does a second hit
with the spell. So if your spell equation comes to "100", it's like you're
hitting the enemy again with a unit with 100 Attack. It doesn't just add the
spell damage on top of your normal hit. So if your Conjurer has 200 attack
and a spell of 100, you're doing a hit at 200 and another hit at 100, not a hit
at 300.
• Base Formula: Toxic Conjurers:
• Bonus Attack = (Caster's Life/Modifier) *(Casters’ base Spell Power*TR
boost) • Toxic Conjurers will be really dangerous if you have besides Spell Power
Enough Life & Accuracy.
Plague Doctor
The Plague Doctors use their skills in medicine and magic to poison your enemies.
Every time a Plague Doctor attacks an enemy, the enemy will have its maximum
Life reduced. The amount of Life the enemy troop loses is based on the number of
Plague Doctors fighting and the Casters’ Attack and Spell Power stats. Surviving
enemies will be healed upon returning back to their Castle. The Plague Doctors’
poison takes multiple rounds to be completely effective, so they pair well with
defensive units that can block the enemy and allow your Casters to continuously
attack the opposing forces. Since Plague Doctors are reducing Life, they are
especially useful against Soul Stealers and Shield Sorcerers.
Troop Rebalance
10-20-201620
Changes:
Life increases from 1800 to 2000
Range increases from 900 to 1300
Fact Sheet:
• Since Plague Doctors are reducing Life, they are especially useful against
Soul Stealers and Shield Sorcerers. Plague Doctors are the counter unit
against Soul Stealers & Shields.
• They Can Not be trained, as they are classified as RARE troops, you can get
them from boxes, special promotions, etc.
• Troop priority list: Plague Doctors are after Ranged Troops
• For the Plague Doctors, you're applying the maximum Health reduction to
the entire stack of enemies you're attacking. So if you have 500 Plague
Doctors attacking 1000 Cavalry, all 1000 Cavalry will lose a bit of maximum
Health.
• Base Formula: Plague Doctors:
• Health Reduction Per Turn Attacking = (Number of Plague Doctors
Attacking) *(Caster’s Attack/Modifier) *(Casters’ base Spell Power*TR
boost)
• They can reduce a unit's max Health down to 1, but you have to actually be
able to deliver the damage to kill the unit.
• Toxic Conjurer modifier is 2500.
• Plague Doctors are particular; they are really Powerful combined with Toxic
Conjurers. (But easily defeated by opposite Range(d) Troops)
Swamp Witch
Swamp Witches use their magic’s to turn the battlefield into a swamp to
slow down enemy troops while leaving your own army unaffected.
The effect of the Mire on the enemy troop is based on the number of
Swamp Witches fighting and the Casters’ Combat Speed and Spell Power
stats. The more Swamp Witches you summon to fight together the greater
& stronger the Mire Effect will be. However, the enemy will never be Mired
down completely! For the Witches to be completely effective they need to
be protected by the shield of the other Caster and be paired with other units
that can hit the enemy from afar. If you can lead their battles with a
Champion that favors the Swamp Witches trades, you can effectively Mire
the battlefield.
Fact Sheet:
• Mire - a stretch of swampy or boggy ground. Difficult to cross slowing
you down.
• The Witches are variables, meaning the lesser, the lesser the effect, the
more you use, the stronger the effect.
• In example, 100 units will get you -0.03% effect. As to where 200k can
create a 68% speed reduction. (Mire)
• You need High SpellPower and CS buffs (general or SpellCaster
specific) and a considerable number for them to be effective.
• To Maximize the CS effect and thus create the Mire effect you need a
(winning) champion with CS buff. (at least 100 CS Buff).
• Total Speed Reduction = (Number of Swamp Witches alive)
*((Combat Speed+Champion Modifier)/a special modifier number)
*(Casters’ base Spell Power+Champion Modifier)
• For sure the effect can never be 100% as this would Mire down the
opponent’s troops completely.
• Highest I have created thus far is 90%. (The Cap)
Rot Familiar
A new Troop type has arrived from the Dark realms of Camelot! The all new Rot Familiar!
The Rot Familiars use their spell magic to sap the spirit of their enemies. In small
numbers, they are ineffective, but in large groups they can sap effectively!
Using a large amount of Rot Familiars with high SpellPower and Attack buffs will yield
the best results. High attack items like Savage Rage, Savage Attack (item to be released)
Blood Frenzy and Blood Fury will favor the Rot Familiars greatly. A Champion that favors
the Sap effect will boost their effect as well.
The Rot Familiars Sap can never lower the enemy below the Defense debuff Cap. The Rot
Familiar functions differently than the Swamp Witches. Where the Witches slow less and
less as the battle goes on (because they are dying off), the Rot Familiars power stacks
each round. So if you lower everyone's Defense by 10 one round and the Familiars all die
off, then next round the enemies Defense is still lowered by 10.
The Rot Familiar can be trained by any Faction City provided you meet the training
requirements.
Fact Sheet:
• The Rot Familiars are variables, meaning the lesser, the lesser the effect,
the more you use, the stronger the effect.
• To Maximize the Sap effect and thus create the Defense debuff effect
you need a (winning) champion with Attack buff.
• Rot Familiars power stacks each round. So if you lower everyone's
Defense by 10 one round and the Familiars all die off, then next round
the enemies Defense is still lowered by 10. •
Defense Reduced per turn = (Number of Rot Familiars
attacking)*(Attack/ a special modifier number) *(Casters’ base
Spell Power)
• With the Champion Hall stats that can affect Spell Power, the formula
would change to:
• Defense Reduced per turn = (Number of Familiars
attacking)*((Attack+Champion Boost)/ a special modifier number)
*(Casters’ base Spell Power+Champion Boost)
• Highest I have created thus far is 906.914.11
Null Mage
This is a medium range, high speed unit that uses its powers to reduce enemy
units SpellPower.
There is a formula that determines how much of the enemy troops SpellPower is
reduced. This reduction occurs as a percentage rather than a raw number.
The Formula is as follows. 20% is based off of Defense and 80% is based off of
Spell Power. This means, if Null Mage has max Spell power from TR boosts (300
Base SP + 5000% TR boost - 15300) or higher, then they will reduce the enemy
Spell Power by 80%. And then if they have, “Max” Defense (90 base Def + 5000%
TR Boost-4590) or higher, then they will reduce the enemy Spell Power by 20%. So
you will need to have both of these stats at their “max” to have the full 100% effect.
Max stats refers to their base stats with max TR boost. With Champ stats you can
go well higher than the normal max of defense.
Fact Sheet:
• So based on this formula, if for example your Null Mage has 6000
SpellPower, it will reduce the enemy troops SpellPower by (15300x80)/6000
SpellPower. This amounts to around 31% reduction.
• The same way if your Null Mage has 3000 defense it will reduce the enemy
troops SpellPower by (4590x20)/3000 SpellPower. This amounts to around
30% reduction.
The total of these two is the amount of SpellPower the Null Mage will reduce.
• Also note that each Null Mage will reduce the SpellPower of a single unit. If
that unit is killed, then the Null Mage will target a different unit. If the reverse
is true, and the Null mage is killed before their targeted unit dies, the next
round that targeted unit will have their spell power restored.
• There is no range when it comes to affecting a unit. At the start of round
one, no matter what the distance is between troops, Null mages will
immediately latch onto an enemy troop and start affecting them.
• Null Mages will follow the priority list when looking for units to target with
it’s spell debuff. Null Mages are also quite high on the ranged priority list.
• Once the Null Mages are killed, the enemy Spell Power returns to its
normal unaffected values (Unit base value plus the Throne Room and
Champion buffs).
SpellCasters are a great Bonus to a TR Preset:
Toxic’s, SoulStealers & Shield Sorcerers are more efficient with
Combat Speed Debuff on your own TR.
Toxic’s will be dangerous if you have enough Life / Accuracy
Shield Sorcerers will be dangerous if you have enough Defense /
Accuracy debuff.
SoulStealers will be dangerous if you have Combat Speed, / Accuracy
/ Attack.
Plague Doctors are powerful combined with Toxic’s but easily
defeated by the opposite Range(d) troops.
Swamp Witches will be dangerous in Higher numbers (variable
effect), Combat Speed, SpellPower, Champion CS Buff.
Rot Familiars will be dangerous in Higher numbers (variable effect),
and with high Attack, Sacrificed + Life, Combat Speed, SpellPower,
Arcana Bonus (Pushes SpellPower over Cap)
- You can go over the SpellPower Cap raising this stat even higher for Defense
or Attack purposes.
Following Boosts will allow SpellPower to go over Cap and stack on top of
Arcana Bonus.
Increases SpellPower by 25% for 4 Hours.
Increases SpellPower by 25% for 24 Hours.
Accuracy for SpellCasters
Caps for SpellCasters • Spellcaster Attack 1000% / -25%
• Spellcaster Defense 5000% / -25%
• Spellcaster Life 250% / -25%
• Spellcaster Combat Speed 375% / -25%
• Spellcaster Range 185% / -25%
• Spellcaster SpellPower 5000% / -5000%
• Caps for spell casters follow the same caps as regular Attack, Defense, Life
etc.
• QUESTION: Can throne room debuffs affect Spell Caster's life, attack and
defense? Like can attack debuff kill spell caster's attack?
• ANSWER: The generic Troop buffs and debuffs apply to all the Troops
Let us Illustrate that here and on the Next page
Left side is attack with NO TR and right side is attack with a few GENERAL stats.
L Side No TR used stats used R side
So you see that with NORMAL Attack, Defense, Combat Speed, that we use for
regular troops (archers, Cav, etc.) also the stats for these Spellcaster Troops go up.
Illustrated here above, between left side NO TR and Right Side with Regular TR. So
Regular Buff and De-buff work.
Let’s Mix It Now in following example with regular stats and Spellcaster stats and
same troops attack a city, where the same troops are defending.
(Attacker uses Ore Guardian, defender Wood Guardian, Both Fey Cities, No
Champions used, No Sacrifices)
Attacker Defender
So beyond the spell power it's really no different than the other troop type buffs
and debuffs... it all functions the same and it stacks.
As an example, you can stack 1000 Regular Attack + 1000 Horsed Attack, giving
you 2000 Horsed Attack. (stacked total)
This is the same with regular buffs and debuffs; 4000 general Defense + 1000
Spellcaster Defense gives you 5000 Spellcaster Defense. (stacked total)
So would it be fair to say, that you should concentrate on getting the 5k SpellPower
in buff or debuff, (or in mixed combo) in a preset, without focusing too much on the
specific Spellcaster life, attack, defense. Since the general stats work for
SpellCasters, you should be focusing on SpellPower, since the 5k is a big
influencer.
SpellCasters Tr Cards Examples
These Spellcaster cards exist in Uniques and in cards you have found in cresting
with the stats you wanted. Furthermore, you can enhance existing cards with
BRIGHT jewels, and add SpellPower in BUFF or Debuff or other stats.
SpellCasters Champion Cards
Examples Champion Rings
Your kingdom’s Champions will soon be able to equip the most stylish gear this side of a
glowing sword: The Rings! Unlike previous equipment slots, you will be able to mix and match
your Rings and equip two at the same time. There aren’t slot-specific Rings, so if you find one
you like, you can equip it to either hand. Double up on your favorite stats or cover your bases
and equip a little bit of everything!
The Rings can also add the Spellcaster-specific troop stats to your Champion gear, giving you
access to the Spellcaster buffs and debuffs previously only found in the Throne Room.
Keep an eye out for the initial launch notice on the forums or Caravan and then check out the
Barbarian Camps, Dark Forests, Wilds, and rival players near you to start finding the Rings
after battles.
When More information becomes available, I will update the guide to
reflect that, where needed.
If you have additional information, then plus share with me so I can
update.
Thanks To SpellCaster ZAW for the additional information.
Sharing is knowledge, and a lot of players are not sharing. Yes, it gives you and edge, or advantage, but
it leaves also many people clueless. The objective of these tutorials, is to teach, learn, educate players so ALL players have
a better under understanding of the game. The more players participate, the better the overall experience is for all players.
More attacking and defending means “lively” domains full of activity.
http://www.slideshare.net/Aderik/documents