Tips and strategy¶
Advice that follows from the rules. None of it is the only way to play.
Economy¶
- Balance mana first. A mine without mana yields nothing, and a mana shortfall slows every mine by the same ratio. Raise the Ley Tap whenever the mana counter turns red.
- Iron, then runestone, then aether. Most costs are mostly iron. Runestone matters for lore and for Mage Tower-heavy builds. Aether pays for marches and late units, buildings and lore.
- Cold sites condense more aether. The Aether Condenser's yield is multiplied by 1.44 − 0.004 × the stronghold's highest temperature: ×1.44 at 0 °C, ×1.8 at −90 °C, ×0.56 at 220 °C. A hold in the Frostmarch is a natural aether mine, while the Sunscar suits Sun Prisms and runestone.
- Throttle what you do not need. In the Realm panel, every producer has a throttle. Turning down a mine you do not need frees mana for the others.
- Build vaults before going offline. A full vault stops its mine. Plunder and deliveries can exceed the cap, so a full vault is also a juicy target.
- The Builders' Guild pays for itself. Each level divides build time by one more, so going from level 1 to 2 cuts times by a third.
- The Aether Furnace turns aether into a lot of mana. It needs Aether Condenser 5 and Mana Theory 3, and Mana Theory makes it grow faster per level.
Lore¶
- Only one study runs at a time for the whole realm, so keep the Mage Tower busy.
- Banner Command lets more hosts march at once, Pathfinding and Beastmastery make early hosts faster, and Cartography opens more sites, holds and quest slots.
- The war disciplines (Weaponsmithing, Warding, Armoursmithing) add 10% per level to every unit and fortification, at home and on the march.
- With several strongholds, the Conclave of Towers links their Mage Towers into every study.
Defence¶
- Spend or hide your stock. Whatever sits in a stronghold can be plundered. A host on the march cannot be attacked, so a slow convoy is a safe place for wealth.
- Fortifications are cheap to lose. About 70% of the fortifications destroyed in a battle are rebuilt for free (the Master Mason halves the rest of the losses). A wall of towers makes raids expensive.
- Ward Domes soak blows. The Lesser and Greater Ward Domes have huge wards: weak attackers' blows glance off them entirely (a blow under 1% of a ward does nothing).
- Watch your scouts. Every scouting attempt on you is reported, with the origin and the lord. Keep units at home: ravens are intercepted more often the more units are stationed, and your Spycraft counts double for every level above theirs.
- Ordered retreat (in the Hosts panel) pulls your mobile army out of a battle it cannot win, for an aether fee, so it survives to fight later.
- The Healers' Lodge saves part of the army lost in a defence. Remember to order the restoration within 72 hours.
- Sanctuary stops everything, including your own realm, for at least 48 hours. Use it for holidays, not for a single night.
Raiding¶
- Scout first. Two effective ravens show the army, three the fortifications. Your Spycraft against theirs changes how many ravens count.
- Bring load. The victor plunders only what the surviving hosts can carry. Cargo units such as Wagon Trains add load but also give the enemy more targets.
- Pick your counters. Flurry lets some units strike again: Lancers ride down Skirmishers and Archer Towers, the Siege Train wrecks towers, Eagle Riders hunt Knights. See the flurry table.
- Respect the rules of honour. Attacking lords with at least half your renown earns honour; picking on active lords under a fifth of your renown costs it. You may assault the same active stronghold at most six times in 24 hours.
- Salvage the field. Destroyed units leave a spoils field worth 30% of their iron and runestone (in a default world). Scavenger Carts and Rangers collect it.
- Skyholds rise from big battles. A battle that leaves 100,000 spoils or more may raise a Skyhold over the defending stronghold. It belongs to the defender.
By calling¶
- Guildmaster
- Push mines and the Ley Tap hard, add Delver Golems once mines are high, and run Wagon Trains (which move twice as fast and carry 25% more for you) between holds and to friends.
- Warlord
- Two extra banners, faster fighting units and two free levels in every war discipline make early raids pay off. Reavers strip part of the spoils field after every victory.
- Wayfarer
- Quests are your income: finds are 1.5× (times the world's economy speed), you get two extra quest slots, and Rangers double finds and salvage the spoils you leave in the Wilds. Study is 25% faster.