Monday, September 12, 2016

Crafting the Best Equipment

A few notes before I begin. There are some stats that are only available by creating Invader equipment. They are as follow: All troop specific health and defense, energy regeneration, gold yielding, hero's experience, iron, stone, and lumber production, march speed, resource yielding, scout defense health and offense, training speed, and troop defense.

The following skills are available with both standard and invader equipment: Building speed, all troop specific offense except scout, food and silver production, learning speed, total defense, total health, and troop capacity. For these skills there are instances when the best available equipment is invader for certain equipment and standard for others. I will list the best equipment first and then the best standard equipment after if necessary. I will also list the equipment as name /equipment type if it is not obvious in the name / Standard/Invader / level required to construct / and the boost to the skill at legendary. Also the materials used to build equipment are the same for each skill, so if you build a Victor's Bracelet to increase building speed you will use 3 debris in the creation. Chances are you will only be able to build one type of high rated equipment for a certain skill. Make sure to take a look at what type of materials will be used before creating equipment. If you notice any mistakes or figures that need to be corrected please leave a comment on the blog or send me a message. Hope this helps some of you out. -Reticulous-

Building Speed:
Barbarian Boots/I/30/12%
Brown Helmet/I/40/15%
Canis Mask/Helmet/I/40/15%
Pack's Breastplate/Armor/I/35/13.5%
Vanquisher's Blade/Weapon/S/15/15%
Victor's Bracelet/Amulet/S/45/49.5%
Total boost is 154.5% if you construct the best equipment.
The best standard for building speed is not worth listing because the best bonus is 6.6% at legendary. If anyone wants to know what equipment is the best standard for boots, helmets, or armors send me a PM.

Cavalry Defense:
Bone Dagger/Weapon/I/50/19%
Eastern Bow/Weapon/I/50/15%
Bristle Armor/I/50/18%
Layered Vest/Armor/I/45/25%
Bronze Acorn/Amulet/I/50/27%
Silver Scabbard/Amulet/I/45/12%
Gascon Helmet/I/50/18%
Gascon Boots/I/50/16%
Total Boost 132%

Cavalry Health:
Silver Scabbard/Amulet/I/45/12%
Gascon Helmet/I/50/18%
Gascon Boots/I/50/16%
Layered Vest/Armor/I/45/12%
Southern Sword/Weapon/I/45/16%
Total Boost 86%

Cavalry Offense:
Ancient Armor/S/50/24%
Bewitched Boots/S/48/23.2%
Gascon Boots/I/50/16%
Rough Boots/I/50/18%
Bewitched Sword/Weapon/S/48/23.2%
Destroyer's Hammer/Weapon/47/22.8%
Heathen's Blade/Weapon/S/50/36%
Southern Sword/Weapon/I/45/26%
Boar Mask/Helmet/I/50/18%
Tyrant's Helmet/S/50/36%
Silver Scabbard/Amulet/I/45/12%
Snake Ring/Amulet/Best S/20/6%
Total Boost 143.2%

Energy Regeneration: (This is the only equipment boost that effects your hero's ability to attack invaders)
Barbarian's Armor/I/35/13.5%
Bear Coat/Armor/I/35/13.5%
Barbarian's Boots/I/30/12%
Beast Boots/I/30/12%
Barbarian's Helmet/I/40/15%
Canis Mask/Helmet/I/40/15%
Canis Eye/Amulet/I/35/13.5%
Pack's Claws/Weapon/I/30/12%
Total Bonus 79.5%

Food Production:
Golden Boar/Amulet/S/40/300%
Golden Bracelet/Amulet/I/40/225%
Heathen's Armor/S/45/330%
Chainmail Coat/Armor/I/42/156%
Heavy Axe/Weapon/S/25/210%
Pride Daggers/Weapon/I/40/150%
Reinforced Bow/Weapon/S/42/156%
Jarl's Helmet/S/50/360%
Battle Helmet/S/18/168%
Killer's Helmet/S/45/165%
Tyrant's Helmet/S/50/180%
Eternal Boots/Best S/18/84%
Hunting Chausses/Boots/I/40/150%
Wanderer's Boots/I/38/144%
Total Bonus 1,650%

Gold Yielding: Only One piece of equipment is available.
Centurion's Dagger/Weapon/I/30/8%

Hero's Experience:
Fur Hat/Helmet/I/40/40%
Plate Helmet/I/40/30%
Golden Bracelet/Amulet/I/40/20%
Inlaid Bracelet/Amulet/I/35/18%
Khazar's Bow/Weapon/I/45/22%
Pride Daggers/Weapon/I/40/20%
Steppe Caftan/Armor/I/40/30%
Wanderer's Boots/I/38/19.2%
Total Bonus 151.2%

Iron Production: No boots available for this skill.
Bear Coat/Armor/I/35/67.5%
Bear Mace/Weapon/I/30/60%
Bear Tooth/Amulet/I/35/67.5%
Brown Helmet/I/40/75%
Total Bonus 337.5%

Killer Defense:
Hunting Chausses/Boots/I/40/15%
Lion Locket/Amulet/I/50/18%
Lion's Mane/Helmet/I/50/12%
Lion's Pelt/Armor/I/50/12%
Pride Daggers/Weapon/I/40/20%
Total Bonus 95%

Killer Health: The list I'm working from is on the Viking War of Clans Wikia and it does not have Killer Health listed. I'm not sure if this is a mistake or if the game does not have killer health as an equipment skill. If anyone finds an item with killer health please let me know.

Killer Offense:
Ancient Helmet/S/50/36^
Destroyer's Helmet/S/45/22%
Ancient Spear/Weapon/S/47/22.8%
Madman's Axe/Weapon/S/50/24%
Steel Sickle/Weapon/S/37/18.8%
Warrior's Sword/Weapon/S/43/21.2%
Madman's Mantle/Armor/S/50/36%
Jarl's Bracers/Amulet/S/50/12%
Konung's Bracelet/Amulet/S/50/12%
Tyrant's Greaves/Boots/S/50/36%
Total Bonus 156%

Learning Speed:
Bewitched Sword/Weapon/S/48/17.4%
Southern Sword/Weapon/I/45/16.5%
Falcon Figurine/Amulet/S/40/30%
Fenrir Amulet/S/35/27%
Odin Figurine/Amulet/S/20/27%
Wolf Figurine/Amulet/S/15/30%
Centurion's Calceus/Boots/I/30/12%
Gascon Boots/I/50/18%
Scaled Shoes/Boots/I/50/18%
Copper Helmet/I/50/18%
Centurion's Helmet/I/40/15%
Daredevil's Armor/S/32/25.2%
There are not good options for standard boots and helmets.
Total Bonus 138.6%

Lumber Production:
Canis Mask/Helmet/I/40/75%
Canis Eye/Amulet/I/35/67.5%
Night Gait/Boots/I/30/60%
Pack's Breastplate/Armor/I/35/67.5%
Total Bonus 337.5%

March Speed: All the equipment for this skill give pretty good bonuses. I'm only going to add the best to this list so if you want further information about this skill please send me a message.
Eastern Bow/Weapon/I/50/24%
Lion's Pelt/Armor/I/50/24%
Horseman's Boots/I/35/27%
Lion's Mane/Helmet/I/50/24%
Bear Tooth/Amulet/I/35/18%
Centurion's Ring/Amulet/I/35/18%
Inlaid Belt/Amulet/I/35/18%
Total Bonus 128%

Melee Defense: No weapons are available for this skill.
Copper Helmet/I/50/32%
Light Armor/I/45/24%
Camp Flask/Amulet/I/45/12%
Rough Boots/I/50/18%
Solid Boots/I/40/11.5%
Total Bonus 98%

Melee Health:
Copper Helmet/I/50/20%
Camp Flask/Amulet/I/45/12%
Solid Boots/I/40/25%
Sharp Poleaxe/Weapon/I/50/14%
Total Bonus 83%

Melee Offense:
Boar Mask/Helmet/I/50/24%
Jarl's Helmet/S/50/24%
Reinforced Chainmail/Armor/S/50/36%
Bristle Armor/I/50/20.5%
Destroyer's Armor/S/42/20.8%
Jarl's Sword/Weapon/S/50/36%
Bone Dagger/Weapon/I/50/18%
Destroyer's Hammer/Weapon/S/47/22.8%
Morning Star/Weapon/S/40/30%
Sharp Poleaxe/Weapon/I/50/28%
Konung's Bracelet/Amulet/S/50/24%
Camp Flask/Amulet/I/45/12%
Jarl's Boots/S/50/24%
Solid Boots/I/40/11.5%
Total Bonus 168%

Range Defense:
Bone Dagger/Weapon/I/50/18%
Khazar's Bow/Weapon/I/45/16.5%
Bronze Acorn/Amulet/I/50/27%
Chainmail Coat/Armor/I/42/20.8%
Serpent Head/Helmet/I/50/34%
Rough Boots/I/50/20.5%
Total Bonus 143.3%

Range Health: The carved pin, gleaming scale, and poisoned stiletto also have stats for range defense.
Serpent Head/Helmet/I/50/18%
Carved Pin/Amulet/I/45/12%
Gleaming Scale/Armor/I/50/18%
Poisoned Stiletto/Weapon/I/40/10%
Scaled Shoes/Boots/I/50/24%
Total Bonus 94%

Range Offense:
Ancient Spear/Weapon/S/47/22.8%
Loki's Bow/Weapon/S/45/22%
Tyrant's Sword/Weapon/S/50/24%
Carved Pin/Amulet/I/45/12%
Freyja's Necklace/Amulet/S/35/9%
Golden Boar/Amulet/S/40/10%
Loki's Cloak/Armor/S/31/24.6%
Bristle Armor/I/50/18%
Silver Chainmail/Armor/S/50/24%
Silver Helmet/S/50/36%
Boar Mask/Helmet/I/50/18%
Loki's Mask/Helmet/S/40/30%
Silver Greaves/Boots/S/50/36%
Scaled Shoes/Boots/I/50/24%
Rough Boots/I/50/20.5%
Total Bonus 144%

Resource Yielding:
Centurion's Armor/I/35/9%
Centurion's Calceus/Boots/I/30/8%
Centurion's Dagger/Weapon/I/30/8%
Centurion's Helmet/I/40/10%
Centurions' Ring/Amulet/I/35/9%
Total Bonus 53%

Scout Defense: The same five pieces of equipment give bonuses to scout defense, offense, and health.
Hound's Armor/I/30/8%
Hound's Tread/Boots/I/40/10%
Hunting Knife/Weapon/I/30/8%
Spiked Collar/Amulet/I/35/13.5%
Woolen Hood/Helmet/I/42/10.4%
Total Bonus 63.4%

Scout Health:
Hound's Armor/I/30/16%
Hound's Tread/Boots/I/40/20%
Hunting Knife/Weapon/I/30/16%
Spiked Collar/Amulet/I/35/18%
Woolen Hood/Helmet/I/42/20.8%
Total Bonus 108.8%

Scout Offense:
Hound's Armor/I/30/16%
Hound's Tread/Boots/I/40/20%
Hunting Knife/Weapon/I/30/16%
Spiked Collar/Amulet/I/35/27%
Woolen Hood/Helmet/I/42/20.8%
Total Bonus 126.8%

Siege Offense: I'm using the list from the Viking war of clans wikia and there are no pieces of equipment listed for siege health or defense. If you find a piece of equipment with siege health and/or defense please let me know.
Ancient Greaves/Boots/S/50/24%
Bewitched Armor/S/50/36%
Silver Chainmail/Armor/S/50/24%
Daredevil's Armor/S/32/16.8%
Killer's Helmet/S/45/22%
Konung's Backsword/Weapon/S/50/36%
Longsword/Weapon/S/50/24%
Chain Mace/Weapon/S/34/17.6%
Silver Chain/Amulet/S/50/24%
Total Bonus 166%

Silver Production:
Gilded Bracers/Amulet/S/25/157.5%
Freyja's Necklace/Amulet/S/35/135%
Silver Ring/Amulet/S/23/99%
Thor Figurine/Amulet/S/20/90%
Bear Figurine/Amulet/S/20/90%
Vanquisher's Helmet/S/22/144%
Ice Helmet/S/30/120%
Serpent Head/Helmet/I/50/90%
Jarl's Mantle/Armor/S/50/90%
Madman's Mantle/Armor/S/50/90%
Light Armor/I/45/82.5%
Scaled Shoes/Boots/I/50/90%
Silver Greaves/Boots/S/50/90%
Konung's Backsword/Weapon/S/50/90%
Oriental Blade/Weapon/S/40/75%
Sharp Poleaxe/Weapon/I/50/90%
Silver Bow/Weapon/S/50/90%
Total Bonus 729%

Stone Production: No boots are available for this skill
Axes of Rage/Weapon/I/30/60%
Barbarian's Armor/I/35/67.5%
Barbarian's Helmet/I/40/75%
Barbarian's Horn/Amulet/I/35/67.5%
Total Bonus 337.5%

Total Defense:
Destroyer's Boots/S/35/27%
Jarl's Boots/S/50/24%
Golden Fibula/Amulet/S/50/24%
Silver Chain/Amulet/S/50/12%
Tyrant's Armor/S/50/36%
Lion's Pelt/Armor/I/50/20%
Centurion's Armor/I/35/18%
Thor's Hammer/Weapon/S/50/24%
Bear Mace/Weapon/I/30/16%
Eastern Bow/Weapon/I/50/15%
Daredevil's Axe/Weapon/S/46/22.4%
Silver Bow/Weapon/S/50/24%
Lion's Mane/Helmet/I/50/20%
Warrior's Helmet/Best S/35/18%
Helmet of Power/S/28/15.2%
Total Bonus 155%

Total Health:
Bewitched Helmet/S/50/36%
Lion's Mane/Helmet/I/50/20%
Jarl's Mantle/Armor/S/50/24%
Lion's Pelt/Armor/I/50/20%
Jarl's Bracers/Amulet/S/50/24%
Lion's Locket/Amulet/I/50/24%
World Tree/Amulet/S/50/24%
Eastern Bow/Weapon/I/50/15%
Pair of Sickle/Weapon/Best S/39/9.8%
Heathen's Boots/S/42/31.2%
Horseman's Boots/I/35/13.5%
Bewitched Boots/S/48/11.6%
Total Bonus 154.2%

Training Speed: There are no boots available for this skill.
Fur Hat/Helmet/I/40/15%
Plate Helmet/I/40/15%
Khazar's Bow/I/Weapon/I/45/24.8%
Lion's Locket/Amulet/I/50/18%
Steppe Caftan/Armor/I/40/15%
Total Bonus 105.8%

Troop Capacity:
Killer's Chainmail/Armor/S/38/57.6%
Hirdman's Chainmail/Armor/S/28/45.6%
Ancient Armor/S/50/36%
Destroyer's Armor/S/42/31.2%
Vidar's Armor/S/15/30%
Killer's Warhammer/Weapon/S/45/66%
Heathen's Blade/Weapon/S/50/36%
Madman's Axe/Weapon/S/50/36%
Thor's Hammer/Weapon/S/50/36%
Tyrant's Sword/Weapon/S/50/36%
Ice Boots/S/20/36%
Bewitched Boots/S/48/34.8%
Night Gait/Boots/I/30/24%
Killer's Boots/S/29/23.4%
Canis Eye/Amulet/I/35/27%
Centurion's Ring/Amulet/I/35/27%
Heimdallr's Horn/Amulet/Best S/30/24%
Golden Ring/Amulet/S/20/18%
Raven Figurine/Amulet/S/20/18%
Snake Ring/Amulet/S/20/18%
Flaming Helmet/S/27/44.4%
Centurion's Helmet/I/40/30%
Loki's Mask/Helmet/S/40/30%
Total bonus 258%

Tuesday, September 6, 2016

Resource Production


Resource Production

The basics of hyper-farming, aka maximizing your in town resource production, is fairly simple, but it can get
confusing. Basically hyper-farming maximization is broken down into buildings, Hero Skills, Boosts, Oracle
Knowledge, and equipment. I'll explain below.

Buildings:

So, let's start from the beginning. On the right hand side of your town screen there are 25 spaces for
the four types of main resources. Farm=food, Mill=wood, Mine=iron, and Quarry=stone. This means you can
utilize a 7-6-6-6 configuration for equal production and self-sufficiency or you can choose to specialize if you
want to focus on only 1, 2, or 3 types of resource and tile farm what your town doesn't produce. If you have
multiple accounts you'll have to figure out the best way to configure your towns. Whatever you choose to do
it is important to remember that you will need at least one of each building to continue to upgrade the
buildings on the left hand side of the town screen. For example, if you choose to focus on one type of
resource your configuration will need to be 1-1-1-22. If you choose to focus on 2 types it will need to be
1-1-11-12, and if you choose three it will need to be 1-8-8-8. Of course you can play around with the
configurations to better suit your needs. It is also a good idea to ask the elders in your clan what resources
are most needed before making a choice to avoid multiple players creating hyper farms with the same
resource. Additionally if you want to make multiple accounts you can increase the options you have in terms
of resource production. Also, read through this entire tutorial before making any decisions because there is
information later on that may change your initial decisions. If you have any questions I am Hunter-Seeker in
K428, or you can contact me under the ID Reticulous on the Line app. The fifth resource, silver, is controlled
by your manor buildings on the left hand side of your town screen. No matter what configuration you choose
you can always hyper silver by making more manors.

Once you choose the configuration you want to use you may need to demolish some of your buildings. This

is not as big of a deal as it might seem up to about level 19, and even above that level it can produce greater results.
It is your account though so only do things you are comfortable with. Obviously demolishing buildings means you will
need to upgrade the new building from level 1, so again only take actions you are comfortable with. If you are a player
that spends money, or who has a large stockpile of gold, this won't be as big a deal as it would to a player who
does not spend, so choose accordingly. The goal with buildings is to upgrade all of them to level 21 because they double
in available production from level 20 to 21. For example, a mine's production at level 20 is 3,150, but at level 21
it is 6,300. Additionally a farm is 5,250 at level 20 and 10,500 at level 21. Mill and Quarry - 4,200 to 8,400. Hyper
farming with a 7-6-6-6 configuration is not really effective until the majority of your resource buildings are
level
21, which is why focusing more selectively can be advantageous, but again, it is entirely your choice.

Hero Skills:

In order to set your Hero Skills to maximize resource production you may need to acquire a second chance from the clan store or purchase one in your items under the bonuses icon for 2,000 gold. Once you reset your
hero points immediately fill the tier III resource productions that you have focused on. If you have focused
on all four resources and are also trying to max your silver production with the manor buildings on the right
hand side of the town screen, your hero will need to be level 51 before you have enough points to fill all five
tier III skills with 50 points. This is another reason choosing to be selective with the type of resources you focus on can be advantageous at lower levels of development. You can always choose to change things when you reach higher levels. At Hero level 50 you will be able to fill 4 of the 5 resource production skills to 50 and the fifth one to 30. At level 49 you will be able to fill 3 of the 5 skills to 50, one to 44 and another to 5 give or take 5 points depending on what you focus on. The reason you want to fill the tier III slots first is that tier III gives a bonus of 350% for wood, iron, stone, and silver and a 700% bonus for food. Tier I gives a 40% bonus to wood, iron, stone, and silver and 80% to food, while tier II gives a 65% bonus to wood, iron, stone, and silver and a 130% bonus to food. So tier III is clearly mathematically superior to tier I & II. As your hero increases in level you can fill in the tier I & II resource production skills as you see fit depending on your need and your area of focus. As a note, it is important to understand that you will need to save this set in your hero sets, and then create other sets for Knowledge and Building upgrading which you can combine with resource gathering from tiles, troop training, and battle sets for attack and defense and/or scouting. It would take to long to go into those options here, but it is important to keep in mind. With the additional gold we now receive from the main personal and clan events you should be able to afford the 2,000 gold it costs to use a hero set activation to utilize these specialized hero sets.

Boosts and Bonuses:

There are a number of ways to get boosts and bonuses that increase your resource production. They are town skin, VIP level, Valley of Aesir or Stronghold, oracle knowledge, and the 50% & 100% greed and great greed resource production boosts for wood, iron, stone, silver, and general resources. Food also has a 150% option. What distinguishes greed from great greed is greed operates for 1 day whereas great greed remains active for 7 days, so great greed is always the preferred option. All the 50% 1 day and 7 day resource boosts can be purchased from the clan store or with gold. The 100% and 150% boosts can only be purchased with gold, so it is up to you to choose which boosts you want active. If you can afford the 100% and 150% boosts spend the gold on them. If not make sure to manage your loyalty points so you can purchase them from the clan store. It is important to keep as many of these boosts active as you can to increase your in town resource production. Also, take the time and spend the resources to upgrade the economic tree in the Oracle. A level 10 upgrade gives an additional 78% boost per resource. There are also other knowledge's that can help in a variety of ways but I haven't taken a really close look at those options and can only point to the fact that they exist.

Equipment and Gems:

There is another post on this blog that goes into detail about which pieces of equipment are the best for boosting resource production but it has not been updated since the 4 new invaders or the special equipment were released. I advise you to look at the Best Equipment post and then compare that to the bonuses that are available with the special equipment. Utilizing gems in your equipment can do a great deal to increase resource production in your town as well.

It is also very important to remember that your town stops producing resources when the quantity of resources your'e holding equals or exceeds your capacity for each resource. This is why it is essential for you to send your resources to a bank when you reach capacity in your town. To check what your capacity for each resource is hit the menu you button on your screen, then hit profile, then statistics, then anyone of the 5 resources. Once that screen is open you will see your capacity listed under Capacity: Farms, or mills, mines, quarries, manors. If you are at or above that number your town is no longer producing that particular resource and you should send your excess resources to a bank. This game becomes a lot easier when clan mates work together and share the resources they produce and hyper farming makes it possible for all of us to grow and upgrade faster.

Tuesday, August 9, 2016

A grid map of kingdoms in Vikings:War of Clans. This can be used in a variety of ways from marking the location of hives in our kingdom, to marking good resource and invader locations, and plotting a path of attack for the kvk I find it helpful simply because it allows one to visually understand the dimension and x/y coordinates of a kingdoms layout.

The grid is broken down into 32 quadrants labelled with a number with four smaller sub-quadrants within each larger quadrant labelled A, B, C, D. When I made this map over a month ago prior to the second kvk this system of breaking down the kingdom in to more manageable spaces for easy reference seemed like a useful thing to do. Now, I'm not so sure it is really necessary. It would be useful if it was digital and interactive and you could easily mark a space with a enemy hive icon or with an icon that denoted an area with a bunch of invaders, and then share that information in a digital space so we could all add to our collective knowledge. Unfortunately that is way beyond my technical abilities.

If anyone has suggestions for changes to this map please let me hear them.

Thanks,

-Reticulous-

Thursday, August 4, 2016

How to build a hyper-farm

The goal with a hyper-farm is to choose one or two resource(s) among the main four: food, lumber, iron, or stone. Because silver production is controlled by the number of manors you have and the fact that manors are constructed on different spaces than your farms, mills, mines, and quarries you can hyper-farm silver at the same time you hyper-farm food, wood, iron, or stone. Before choosing a resource check with whomever controls the bank in your clan to find out which resource(s) is/are most needed by the clan. Food is the most abundant and can be readily and easily gathered from hitting inactive jarls over the influence of 100k or by plundering active jarls in your kingdom or an enemy kingdom during a kvk. The higher an inactive jarls influence, the higher their food and silver production should be, but their are exceptions that depend on how an individual has set up their own town, the capacity of their vault, and the specific resource productions in their town. Hyper-farming food is always an option but if you plan on having an extremely large army at some point (and by large I mean an army in the millions with a lot of T4 and T5 troops) you may want to avoid hyper-farming food because it may become impossible for you to sustain a positive production rate. Once you reach the point where you can do nothing to boost your food production and it is constantly in the red all of the time, resources, gold, and boosts you placed in building your farms will have been wasted, so think about what you want to do with this game and where you want to take your town before choosing the resources you hyper-farm.

Once you have established the resource you will pursue go to your hero stats tree and familiarize yourself with the branch on the right hand side of the page. You will notice that each resource has a level 1, 2, and 3 tier. Immediately go to the level three tier of the resource you have chosen and fill in all the requirements to max it out. You want to do this because level three will boost your resource output by 350%, or 700% in the case of food, whereas level two only gives you 65%, and level one 40%. Depending on your hero level you may want to hold off on making a hyper-farm because it will take hero skill points away from other necessary skills like building, learning, and rss yielding speed. This is an important consideration and must be given some serious thought. It is possible to create a number of hero sets that are very specific but you will need to spend a hero set activation if you have some from packs you purchased with real money from the bank or you will need to spend 2,000 gold to purchase a hero set activation every time you want to utilize different hero skills. This can be done fairly easily by players that routinely spend real money but would be difficult for anyone that does not, so make sure to set up your hero skill sets and your hyper-farm in a way that will give you the best advantage and rewards for the way you want to play the game. Making a hyper-farm requires an effort in building and some patience and once you decide on specific rss it will be a pain to change your mind and start from scratch so make sure it is what you want to do before going on to the next step.

You can also skip the last paragraph and take the actions in the following paragraph first before you fully commit to hyper-farming. Using a second chance and resetting your hero skill set can be the last thing you do, and you can do it in increments to allow those skill points to still aid in building, learning and troop training, It really depends on your hero level and how many skill points you have available. In addition, you will also need to buy a general 7 day 50% boost, and a specific to your resource 7 day 50% boost from the clan store. They cost 5,000 loyalty points each. There are 100% 7 day boosts available for gold in the item icon of your game page if you wish to spend the gold for the additional production.

The second step is upgrading your oracle knowledge, for the resource you've chosen, to the highest level you can, and then torching the resource buildings you won't need and converting them to the building which corresponds to the chosen resource. There are 25 tiles in your town for resource buildings and you will need to keep at least one of each type to continue upgrading your vault, palace, wall, forge, meadhall, etc so that will leave you with 22 or 23 potential tiles for the construction of buildings that produce the resource you've chosen to hyper-farm. This conversion takes a lot of time and should be done in stages. I suggest starting by dedicating 12-16 tiles to the resource of your choice if you're focusing on one resource or about 8 of each if you are doing two, then getting them all to 12th level. This allows you to still produce other resources to aid in building the rest of your town. This will also depend on how far along you are in the game when you make the decision to hyper-farm. If you already have a few million in influence you should probably choose two resource types and create 11 buildings of one and 12 of the other and start right away. If you have enough troops you can easily farm the other two resources from high level tiles to continue building and upgrading knowledge in addition to sending resources to your clan bank.

It is also important to understand the concept of the production capacity of your town if you hyper-farm because you will stop producing resources once you hit your capacity. You can check the production capacity of each resource by clicking on menu-profile-statistics-and then food, lumber, iron, stone, and silver. Once you open the specific rss page you will see Capacity: Farm, or Lumber Mill etc. The number listed on the right hand side is the max quantity your town will produce of the resource before production stops. For example if your capacity for food is 3,102,023 and you have 3,200,000 your town will not produce any food until you go under 3,102,023. This is why it is absolutely necessary to routinely send your produced resources to your clan bank or another clan member and why it is important to upgrade your market to decrease the amount of transfer taxes. If everyone in a clan of 80-100 people were hyper-farming one or two resources the production rates would be so high that everyone would have enough rss to upgrade even higher level buildings and knowledge.

I also want to add that your account IS yours. You need to do with it what you're comfortable with so you continue to enjoy playing the game. You can do all of this in stages. You don't need to go balls to the wall and try to create a super hyper-farm in two days. Start off slow and build into it. The goal is to increase production of one or two specific resource so you can send daily deposits to the bank or help your fellow clan members when they ask on clan chat and increase our overall wealth. That in itself will allow for all of us to help each other build and advance in this seemingly never ending game.

If you have questions don't hesitate to ask.

Reticulous/Taoist Seeker

Wednesday, August 3, 2016

Tips for Military

Ok guys, first off I hope you realize there are different tiers of troops. Your first tier has troops like mercenaries, horseman, archeress', etc. Second tier has shieldmaidens, raiders, nomads, etc. Also, there are different troop types: Melee, Cavalry, Range, Killers, and Siege. T1s and T2s will primarily be your "meat shields". They are easier to replace and will bear the brunt in attacks or defense to hopefully save your higher tiered troops so you will need a lot more of those. You will want to pick one type to specialize in, it doesn't matter which one, and build them in a 3:1 ratio. For example, my specialty is killers so for my T1s I could have 30k Slayers and 10k of the others. This will help in attacks because once you get your attack bonus high enough you will only attack with your specialty in order to reduce lag. There are a few ways to increase your bonus. You can use skill points for your hero on offense for that troop type, you can upgrade equipment and gems for your hero, and you can upgrade knowledge in the oracle. In this game, knowledge is literally power. Do you ever wonder why when you attack someone you lose almost the same amount of troops as your victim even when you win? That is because you are lacking in knowledge.

Now, you will want to upgrade the knowledge in military section for your specialty including offense and defense. Defense is just as important as offense. It is extremely worthwhile to look at the equipment you have on your hero and look for your total defense and total health, this effects all your troops and makes them better. You can increase those with your equipment, gems (tourmalines and rubies), and eventually in the military section of your knowledge. While this doesn't have anything to do with your military, another section of knowledge that is important is the Invaders section. In KvK, a ton of points come from hitting invaders. I know a lot of you want to get out there and start raiding cities but never underestimate the value of hitting invaders. Over 1/3 of the points Hurtsalot scored in the last KvK were from invader hits, so even the big guys hit invaders, they give a TON of points. Try to make your energy last as much as you can and try to save the energy boosts you get from events for KvK.

Eventually, you will pick a 2nd troop specialization. Only start this after you have 200%+ offense bonus for your 1st specialization. I recommend looking into what your 1st specialization is strong and weak against and picking one that counters it. For example, since my 1st specialty is killers, they are effective against cavalry and siege but weak against melee and range. I want my 2nd specialty to make up for the killers' weakness against melee and range so I picked siege, which is effective against melee and range but weak against cavalry and killers.

I hope this gives you guys a general oversight into a structure for your military. If you have any questions, leave a comment or pm me in game.
FURIOSAx

Hero Skills

Hero skills make a huge difference to your offensive, defensive, and economic stats. Choosing where to spend you points can be tricky. This guide looks at two different Hero builds, one for leveling and one for defense.

Leveling Hero Build
The leveling build should be your default set up any time you are not at war. This build will help you upgrade buildings, learn new knowledge and train troops quicker. This build is the fastest way to gain influence quickly.

Building and Learning Speed
To start with you will want to max Building I and Learning Speed I. This will take up your first 20 skill points, but will grant you a 40% boost to your learning and building speed. These are two of the most important skills whilst leveling, as they reduce the timers for all you building upgrades and knowledge. Next, you will want to head straight for Building II and Learning II. These skills can be found down the right hand side of the skill tree. You will need to spend a further 29 points to get there, which includes the following:
- 3 points in Food Production I, Stone Production I, and Silver Production I.
- 5 points in Resources Yield I, Food Production II, Lumber Production II, and Silver Production II.
You will need a level 21 hero to max out all of the above. You should then max Building II and Learning II, costing a further 40 points. This will require a level 30 hero. Each of these skills adds a further 60% to your building and learning speed. At this point you will have a 100% boost to both learning and building speeds, which will reduce all of your upgrade and knowledge timers in half.

Training Speed
From hero level 30 onward you want to try and max out both Training Speed I and Training Speed II down the left hand side of the skill tree. To get to Training Speed I you will need to put 3 points in Total Offensive and then you can go ahead and sink 15 points in Training Speed I, increasing your troop training speed by 30%. You then want to work you way down the left hand side to Training Speed II. You will need to spend the following points to get there:
- 3 points in Melee Offense I and Cavalry Offense I.
- 5 points in Siege Offense I, Total Health I, Total Defense I, Melee Offense II, Ranged Offense II, and Killer Offense II.
All of the above will cost a further 36 points, which will require a level 41 hero. Maxing out Training Speed II requires a further 35 points (Level 45 Hero), but provides a 90% boost to troop training speed. Overall you will now have a 120% boost to warrior training speed, reducing training times by over half. For the last levels I would recommend spending them in either one resource of your choosing or on your specialized troop.

Defense Hero Build
You may want to switch to a defensive build during clan kill events, you can do this by purchasing a second chance item in the clan store for 15,000 loyalty points. For defensive setups you can completely ignore the right hand side of the hero skill tree. The important abilities include troop health and total defense, as these boosts are applied to all troops.

Troop Health I and Total Defense I
The fist two skills you want to max will be Troop Health I and Total Defense I, each providing a 15% boost to troop health and defense. You will need a level 20 hero to max both of these, including the minimum requirements to get there which are:
- 1 point in Building and Learning Speed I
- 3 points in Total Offense, Training Speed I, Melee Offensive I, and Cavalry Offensive I
- 5 points in Siege Offensive I
You can then max out Troop Health I and Total Defense I for a further 30 points. You will need a level 20 hero to get this far and it will cost you 49 skill points.

Troop Health II and Total Defense II
Next, you want to head straight for Troop Health II and Total Defense II. To get there you will need to sped the following skill points:
- 3 points in Melee Offense I and Cavalry Offense I
- 5 points in Siege Offense I, Total Health I, Total Defense I, Melee Offense II, Ranged Offense II, Killer Offense II, and Training Speed II
Finally, you can sink a further 100 points into Troop Health II and Total Defense II. You will need a level 44 hero to get this far.

Level 45 to 60
I would suggest sinking the rest of your points into one troop offensive stat (your specialty). Go straight for the level II skill and max out as far as you can with your remaining points.

Ravsjadt


Tuesday, August 2, 2016

Defense Tips for KvK

Ok guys, I've got a few tips for defense for KvK and otherwise.

1. Before KvK begins you should have a shield up. Even if you are planning to reinforce someone in the other kingdom after they move you should have one already in place when the event begins. Because we are the top 2 clan, the enemy kingdom will definitely have people coming straight for us when the event begins. (To find out when KvK begins look at the events page on the right page of your screen, bottom circle. It will have a countdown to the start of the event.) That is also why we said you can move from hive so it is harder to target all of us. Now I realize not everyone has gold to spend on shields but shields are stackable. So if you have 3 8-hour shields and you apply all of them you will be shielded for 1 day. I suggest that you all start saving those clan points for shields and relocations.

2. During KvK you should never be unshielded if you have troops in your city. If you are doing a series of attacks you should have your shield up beforehand and drop it to send your troops and then while they are marching put one back up. That way someone can't get to you while you're attacking. Take in mind that if you attack several members of the same clan that will put you on their radar and they will likely have someone track you if not port to try to zero you. Be smart and fast about your attacks. I know this method will use up a lot of shields but it is necessary to properly protect yourself. Also, it is best to be outside of the view and watchtower of the player you are attacking. Then, boost your march so you can hit them before they see you coming.

3. Next KvK we will do the same as we did last time with the shielded cities where you can keep your troops.  There will be a list of people that will hold troops throughout KvK, probably in the other kingdom like last time. You will need to plan ahead who will keep your troops. After the list is sent out, message someone and request room. If you will be holding people it is your responsibility that if someone asks if you have room you give them an answer. If you don't have room they can find someone else. Now since everyone will have a shield up before KvK starts you need to wait till the person who will be holding your troops is over in the other kingdom or wherever they will be throughout KvK before you send your troops to them. If you send before they move, they will be stuck. You cannot port while holding reinforcements.

If you have any questions, leave a comment or pm me in game.
FURIOSAx

Monday, August 1, 2016

Online resources and information for Vikings: WoC

This guy has 300+ influence and knows what he's doing.

https://www.youtube.com/channel/UCMXImKQE7JUvi6ziLqe2Kmg

A wikia for V:WoC

http://vikings-war-of-clans.wikia.com/wiki/Vikings:_War_of_Clans_Wikia

Another written resource for the game.

http://www.vikingswarofclansdata.com/

If anyone finds other information online please post it so we can all have the benefit of additional information.

Reticulous

Wednesday, July 27, 2016

Scouting the enemy kingdom prior to the start of a kvk.

I've developed a method to scout for enemy players and keep track of their movements so we can easily send coordinates to players that have the troops and attack bonuses to score heavy hits.

The first step in this process is to scour the enemy map and find their big clans. I always start at the place of power and in the forest, that way you can immediately locate the clan of the Konung and most of an enemy kingdoms top clans. It is also helpful to check if any players have been given negative reputes to locate any clans that have grievances with the konung's clan. Depending on the level of distrust and or hatred between these players you can sometimes use that animosity to get insider information about the enemy kingdom, so feel free to chat up any players with negative reputes.  

Once you have discovered a town that is in one of their main clans you can access their clan page and membership list by clicking on their clan banner in their town information page. You then need to add at least one player from each clan to your contacts and it is helpful to write a note with the clan abbreviation and the clan's total influence so you can find them again. For clans with a number of large influence players save all of them to your contacts. It is also helpful to write the name of the clans and players you find down on a piece of paper so these can be easily referenced which you can then use to search within the interface of the game in both the clan and your contact list. Writing down the listed alliances of each clan also helps in giving yourself an idea of which clans you have yet to locate. I addition to saving their big influence players my contact list I also use the grid map of the kingdom I made and posted to this blog to plot the locations of any large hives I discover. Large hives are quick and easy targets and should be exploited.

Access to their full clan list can't be opened until the kvk starts and you relocate to the enemy kingdom, but using this method, although somewhat tedious, gives all of us a head start in figuring out which players will be their heavy hitters and who we should be following and keeping track of.

If any of you think of ways this process can be more effective please share your thoughts with the rest of us.

Tuesday, July 26, 2016

Questions about materials, gems, and equipment
Questions about town configurations
Questions about hero sets and second chances
Questions about Hyper-farming
Strategies for the KVK:

In the kvk there are three ways to score points. Attack invaders, farm resources, and kill enemy troops. Most of us will be focused on resources and invaders because if you attack someone more powerful and lose too many troops the net gain of that attack will be negative. I.E. you'll be giving points to the enemy kingdom if you choose your attacks poorly.

Only people that have invested in offensive percentages and have accrued 200% in a troop type or more should be thinking about being on the front-lines of a kvk. The players on the front-lines are also the ones spending the real money for great and standard relocators so they have the mobility to move around and attack. The rest of us won't receive as much glory in battle but we will still help our clan and kingdom win the kvk.

The first way to gain points is resource gathering. There are a couple of things I need to mention. First, boost your resource yielding skill in your oracle and hero skills as much as you can before the kvk. Use your time boosts to accomplish this. Secondly, and most importantly, if you farm resources in our kingdom during the kvk, you will not score points for yielding those resources.  DO NOT farm resources in our kingdom or hit invaders because the same is true. Thirdly, and this is a good defensive strategy to protect yourself from losing a large number of troops due to tile hits, make sure to send no more than 5,000 T1 troops to a tile at a time and try and do this only on level 6 tiles. This is time consuming because you have to send marches out constantly but it will get you points and if you are attacked on a tile the enemy will not get many points and you will lose a small amount of troops. Building equipment to maximize your troop capacity will allow you to send fewer troops and reap a greater reward as well, so build equipment if you can. There is an additional trick to farming tiles during the kvk because of the way the game is programmed. Each resource type except for wood and stone have a different maximum quantity per tile. A level six food tile has a 1,296,000 food quantity, while food and stone have 1,036,000, iron has 777,600, and silver has 518,000. Despite the different quantities of rss on each tile type you will yield each type of rss at the same rate. For example, if you can yield all the rss from a level 6 food tile in 1 hour and 42 minutes, you will be able to yield all the silver from a level six tile in the exact same amount of time. This means food tiles will score you the most points in the shortest amount of time, while wood, stone, and silver, are the second most time efficient resources, and iron is a distant third. Silver scores 10 points per 1 rss yielded while food, wood, iron, and stone score 5 points per 1, which is why silver is equal to wood and stone in terms of time yield efficiency.



Welcome to Fenris Legion

We are a clan of warriors and fight as one. We are loyal and protect our brothers and sisters. We give when we have abundance and ask for help when we don't. Together we will build each other up and grow strong as a clan and through this strength, loyalty, and bravery we will discover the true fruits of teamwork and participation. We have created this page to be a resource to the clan for tutorials, tactics, and strategies. Comment and add as you will. Our collected knowledge will make us more effective and powerful.



FENRIR




“Odin and Fenrir” by Dorothy Hardy (1909)

Fenrir (pronounced “FIN-reer;” Old Norse Fenrir, “He Who Dwells in the Marshes”[1]) is the most infamous of the many wolves in Norse mythology. His importance for the pre-Christian Scandinavians is demonstrated by his being depicted on numerous surviving runestones, not to mention his ubiquity in Old Norse literary sources.
He’s the son of the god Loki and the giantessAngrboða, which makes him the brother of the serpent Jormungand and the underworld goddessHel.
As is recounted more fully in the tale The Binding of Fenrir, the Aesir gods raised Fenrir themselves in order to keep him under their control and prevent him from wreaking havoc throughout the Nine Worlds. He grew at an astonishingly fast pace, however, and eventually the troubled gods decided to chain him up. Their first two attempts were unsuccessful; while the cunning gods convinced Fenrir that it was only a game, a test of his strength, he broke through the fetters easily. For their third attempt, the gods had the dwarves forge the strongest chain ever built, which nevertheless gave the appearance of being very light and even soft to the touch. 
When the gods presented Fenrir with this third fetter, he became suspicious, and he refused to be bound with it unless one of the gods would stick his or her hand in his mouth as a pledge of good faith. Only Tyr was brave enough to do this, knowing that it would mean the loss of his hand. And, sure enough, when Fenrir found himself unable to break free of his bonds, he ripped Tyr’s hand from its arm. The chain was then tied to a boulder and a sword was placed in Fenrir’s jaws to hold them open. As he howled wildly and ceaselessly, a foamy river called “Expectation” (Old Norse Ván) flowed from his drooling mouth.[2]
As the river’s ominous name implies, this was not the end of Fenrir. At Ragnarok, he broke free and ran throughout the world with his lower jaw against the ground and his upper jaw in the sky, devouring everything in his path.[3]He even killed the god Odin before finally being put to death by one of Odin’s avenging sons.