Post on 08-Jan-2017
transcript
Druid City “Why Keeping one has benefits, for Cresting, Reviving,
Surprise Attacks”
Druid
Keepers of balance, the Druids have been policing the realm for centuries
unbeknownst to either the Fey or Britons. As patches of dark forest began to
appear across Camelot, they quickly mobilized forces in preparation for any
threat that might cross through the dark portals. In an effort to protect life as
they know it, the Druid faction has opened their doors to those willing to learn
their ancient ways.
Most at home deep in the forest, the Druids use the surplus of resources
available to them to construct grandiose cities without disrupting their
surrounding environment. Wooden structures nestled among the treetops
and massive rune stones implanted in the dirt are a common sight in Druid
cities. It is in these cities, in the heart of the forest, that Druids can best
channel their ancient healing magic, working to preserve the realm against
the encroaching darkness.
Players that align an Ascended City with the Druid faction will gain access to
healing powers far above that of a normal Apothecary. Although their
strength lies in healing magic, the Druids are still formidable warriors. This
will be evident when players gain access to the Bloodthorn, the first new unit
that has ever been released in Kingdoms of Camelot.
In this Tutorial we will be focusing on a good use of Druid Cities,
namely for Cresting. Druid Cities have 2 Minor Blessing that enhance
finding TR/Champ items by in total 30%.
You can use this to your benefit, and find the Cards you are maybe
missing or lacking.
Blessings
At Level 1, players will unlock the Bloodthorn unit, but after that, choices will
need to be made that will define what each player’s Druid City will be
capable of doing. In this case we are going for CRESTING.
Major Blessing:
Minor Blessing:
Minor Blessing:
Major Blessing:
Minor Blessing:
Minor Blessing:
The above Blessings Give you 10% increase in chance to find TR items and an
additional 20% on Druid Items.
In addition, you have increased Attack Damage on Woods for Cresting Yew
Branches and Attacking DF’s which you can thus do as well from a Druid city.
In addition, you gain 10% more A-stones with the Blessing.
Other Options, Next …
Level 8 Barbarian
Camp
In addition, you can choose different Minor Blessings, when you want for example
the increased Items find, but NOT the Blessing “Surrounded by Nature” & “Eye for
Gems”.
You could replace those with these for example:
For training Bloodthorns.
Wood Production
For Faster Archer Training.
The following Blessings make sense when you convert, your Fey Attack City to a
Druid City for Reviving Purposes.
This Converting Procedure we will explain now.
Max Reviving Explained with a Druid City.
Make use of your Revised Diplomacy cards by reviving to the max.
Instead of reviving every time, accumulate the wounded troops and once a
month or less, revive wounded troops in the following manner, when you have
the time.
Here is a “trick” to heal your troops faster and put them back into play sooner.
1. Move your main to one of your other Fey Cities (if needed) Otherwise just take
a quiet moment and use your main.
2. Use one of your Revised Diplomacy cards and make your (old) Fey main a
Druid Fraction.
* you will need to stop your raids and troop building and everything else just like
you would if you were going to ascend. You will NOT lose your city buildings but
you will lose your field buildings like your Fey Alter & Fey Barrack.
*You will be asked to choose new blessings for your city. Please choose the
following blessings;
Ancient Healing: Adds an additional revive queue in Druid Apothecary
Pick Me Up: Increase revive speed in Druid Apothecary by 10%.
Death from Afar: Increase Archer training speed by 10% so you can build
archers faster while your troops are healing
More with Less: Reduces resource requirement of Bloodthorn by 10% so
you can build Bloodthorns with less resources.
*Buildings still the level they were.
3. Now rebuild your field by building 1 barracks and 2 Apothecary
* set your troops to healing taking advantage of the extra queue that the Druid
gives you.
When all your troops are healed you can change your city back to the Fey it was
before and battle on. Again, you will have to rebuild the Field buildings in the
Fey.
*Back to Fey City
*Build the field buildings again. 2 x Fey Altar + 1 Barack
Remember that you will not lose any of the city buildings you may have built up
past level 9. When you change your Fey to the Druid you only lose your field
buildings so that will be your Fey Altar and the Barracks. Those field buildings are
the only buildings you will need to rebuild.
When all troops from your battles have been revived you can turn your Druid
back into the Fey you were using as your main.
This is just a faster way to get back your troops using the
items the game has provided for us.
Any Revive Troop cards you may have in your TR will also add to the speed or
reduce the cost of reviving.
Throne Room Cap: Revive speed 235%
Attacking with a Druid City You can attack with a Druid City with the Spell “Hidden Path” and surprise your
opponent(s) with a very fast attack on them.
Certainly if you know they are defending and the Towers do not always pick up the
march with the “Hidden Path” Spell.
You do not have the benefit from Sacrifice like Fey cities, but you do have the
element of surprise.
Notes: So as you can see the Druid cities have advantages either permanent or
temporary. For Cresting purposes please consider using them.
It is a Pity that Ascension progress is halted at Level 6, because with the
additional Major & Minor Blessings, the Druid would of unlocked Much More
Potential. Green is in Play, Red was NEVER introduced. And you can see they
altered 1 Major Blessing to unlock Druid Battle Spells (Level 4)
“Listed below were the planned complete Major Blessings for the Druid Faction:
Fighting Spirit: Unlocks the Bloodthorn Unit
Mystical Arts: Unlocks the Enchantress Unit
Nature’s Efficiency: Reduces the upkeep of Druid Units (Bloodthorn/Enchantress) by 25%
Lightened Feet: Increases march speed by 25% if the march contains a Bloodthorn or
Enchantress
Sweeping Strikes: Bloodthorn Unit’s attacks damage two units at once, but health is reduced
Quick Reflexes: Bloodthorn Unit gains 25% evasion, but deals less damage
Listed below were the planned complete Minor Blessings for the Druid Faction:
Surrounded by Nature: Increases attack damage by 10% when on, or adjacent to, a Forest
Wild
More with Less: Reduces resource requirements of Bloodthorns by 10%
Eye for Gems: Increases chance to find Aetherstone’s by 10%
Thrifty Spending: Reduces resource requirements of Enchantresses by 10%
Splendid Opulence: Increases chance to find Throne Room items by 10%
More the Merrier: Unlocks a second revive queue for the Apothecary
Quick Learner: Increases the power of Enchantresses
Natural Treasures: Increases chance to find Druid Throne Room items by 20%
Nature’s Gifts: Increases Lumber production from Lumber Mills and Forests by 25%
Pick Me Up: Increases revive speed in Druid Apothecary by 10%
Death from afar: Increases Archer training speed by 10%”
As you can see, with more Blessings it could have been maybe much better, or not.
We will never know, As RY has stated that the Last Ascensions Levels will NOT be
Released.
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.
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