Skill Points (legacy)

## **Skill Tree**

Choose between 10 talents to strengthen your Lord conquest power and achieve greater heights!

[insert skill tree pic]

## **THE FOUR BASIC SKILLS: Striker, Guardian, Prosperous, and Recruiter**

### **Striker**

Amplifies your attacking power and does not have a max percent.

### **Guardian and City Power Calculations**

Amplifies your defending power and does not have a max percentage.  It only amplifies power based on the number of troops in the defending city, and does not amplify power from walls.  Thus, it is only useful for players that defend with troops.

City Defense elaborated: The power of a defending city will be influenced by 1) troops stationed in the city, 2) the guardian skill of the player, 3) the level of the city.  The level of the city determines the city defense bonus (stationed troops \* city defense (aka 3% times the level of the city)) and the wall size (varies, see spreadsheets shared above).  The total defense of a city can be calculated as [city walls + stationed troops size + (stationed troops size \* city defense%) + (stationed troop size \* Guardian skill%)].  Thus if no troops are stationed in a city, the power will only be the size of the city walls, and therefore why guardian is only useful for players who defend with troops.

### **Prosperous**

Produces additional gold for your kingdom at an hourly rate equal to your KP (kingdom points, aka crowns) \* the prosperous%.  Note: your kingdom already produces gold equal to your KP each hour, so the prosperous adds to that amount.

### **Recruiter**

Like Prosperous, except with troop production.  Some people use this trait once they have acquired high KP or are low on troops in order to raise a larger army.

## **ADVANCED SKILLS (Army based): Fearless and Brave**

### **Fearless**

When attacking, the fearless skill returns a percentage of lost troops to your main fortress/city/castle.  In order to add points in fearless, you must spend 5 points in striker or recruiter first.  If you are attacking, then it is highly recommended that you max this trait out.  With patch 1.6 the max amount of fearless increased from 50% to 75%.  If you attack with the same starting amount of troops, then 50% fearless effectively doubles the amount of troops you can command over time.  By increasing fearless to 75% (max), you can get four times the effective long term amount of troops.

### **Brave**

like fearless for defense, it will return a certain percentage of your defeated troops to your main city at the end of the battle.  To add points in brave, you must spend atleast 5 points in recruiter or guardian first.  It is highly recommended to have brave if you are leaving your troops unprotected somewhere or if using troops to defend a city.

Math to determine the long term resurrection benefits of troops based on fearless percentage:

## **ADVANCED SKILLS (Gold based): Scavenger and Salvager**

### **Scavenger**

provides gold at the end of the battle based on the number of troops killed and city wall size.  In order to spend points in scavenger, you must spend atleast 5 points in striker or prosperous first.  The amount of gold earned on troops is Scavenger% \* soldiers killed, and is earned no matter what the battle outcome is.  The amount of gold earned from walls is 0.5%/skillpoint in scavenger \* wall size, only if the battle is won.  This makes scavenger lucrative against people who defend with large armies.

### **Salvager**

like scavenger for defense, it will give you gold for troops you have killed while defending.  To add points in salvager, you must spend atleast 5 points in prosperous or guardian first.  The trick with this trait is to earn more gold than you lose or just to wear another army down (army attrition).  Be careful though, because if an army is too strong, and your salvager is not a high enough level, then you can lose all your money, while upgrading cities for the attacking player.  The timing of using salvager can vary based on tactics, but many people use it during periods of intense active defense, when maintaining defenses (in general), or when trying to build gold.  Using salvager can be used as a deterrent, and if you want to be attacked for gold or experience, then you may need to get players' attention or trick them into attacking you.  Salvager is also a good skill when attacking grey cities because if you beat someone to the grey city, then their incoming army can be walled for more gold.

## **SPECIALIZED SKILLS: Cautious and Rusher**

### **Cautious**

returns gold to your kingdom after losing a city that you have upgraded.  To add points to cautious, you must spend at least 10 points in prosperous.  Cautious is maxed at 50%.  Please note that the gold you receive is based on the gold you personally have spent upgrading that city.  If you have acquired a city and have spent no gold in upgrading it, then you will get no gold from the cautious trait.  This trait is used to get gold back when trying to actively defend.

Update(V 2.0): Each point of cautious was reduced from 5% to 3% with a max of 51%.

### **Rusher**

increases your army movement speed at a rate of 5% per skill point.  This is useful when armies become larger, when going longer distances, and when trying to race other players to cities of interest (grey cities)

## **How to get Skills: Leveling (basics) and gear (basics)**

Note: skills that have max values max out from the combination of gear and levels.  Points that go over the max are wasted, so make sure the right gear on in your inventory before assigning points.

Respec means to respecialize (reset) your skill points.  You can get these for free, but after you have used enough of them, they will cost gems starting at 50 gems and increasing by 50 gems per respec.

### **Leveling and experience**

You gain levels by earning experience (XP) during attack and defense.  You will get 2xp/soldier killed, 1xp/soldier lost, and a fraction of the city wall defense if you take a city.  To earn the city wall xp, you need to have 'wall xp' show up in a bright green 'Available' on the attack interface.  Wall XP will be timed out after a successful attack and will be available again after a few hours.  XP calculations are scaled by the xp% at the time of combat calculation, not from when the attacker sent forces.  The xp% can range from 0%, 50%, 100%, 150%, and 200% and encourages players to attack stronger players vice weaker ones based off an algorithm which uses your KP and level compared to the other player.  The level aspect was introduced in patch 1.9 to counter people who drop KP to be in a better xp% with more forces.  Level has a minimal impact on this xp% at the moment (devs constantly tweaking).  The combined XP calculation: (troops killed\*2 + city wall xp if city taken + troops lost)\*xp%.  Each level after level 1 will provide you with one skill point to use in your skill tree.