Welcome to the first in a series of articles on some basic battle mechanics in the Hobbit | KoM. In this series, we are gonna look at how combat in KoM basically works, and how it affects your gear choices. In this first part, we start of with looking at the basic battle formula, and work from there towards choosing the best gear set-ups, emphasizing primarily the reasons behind the sets such as given in the Best Sets article.
Please note more information will follow once available.
The latest addition to the game has been Hero Skills, a game-feature that will allow you to enhance your heroes with special skills that will help in a range of areas, from combat, to resource mining, to gem mining, and even allowing you to revive troops lost in battle. Skills are first unlocked, or learned, in the academy, with special items.
Once known, a skills can be learned by a hero and upgraded further. In this article, I will detail all there is to know about this subject!
Lake-Town is the new expansion city to the Kingdoms of Middle Earth that was released late November, and which will be available to everyone after the 4th of December for free! Unlike the 4 older cities, the style of the city matches that of the human Lake-town from the movies, instead of the familiar Elven or Dwarven theme. Although a lot in the city will seem familiar, some key differences with regards to gameplay and buildings also come with the 5th city. In this article I will sum up all available information on this newest city.
As soon as you open your city, it’s there: The City Guardian. A large statue in the middle of your city, seemingly more decorative than functional. But the City Guardian actually functions as a protector of your City, providing very useful buffs that will certainly help even the most experienced players. In this article, I delve a little deeper into the Guardian and give an overview of how it functions.
The Sage Tower acts as the event center of your cities. Uniting your cities, only one center can be constructed, serving all your four or five cities. Items won in special events can be exchanged in the Sage Tower, while other items such as gear and Gems can be exchanged for materials acquired in campaign primarily. As there are a large number of Sage Tower trades, this articles is meant to give an overview of these for less-experienced players.
Kabam went ahead and made another announcement for Lake-Town, the fifth city which will be released shortly and which is being tested on a few servers at the moment, but not mine unfortunately: (click for bigger version)
So in essence, Lake-Town will function like your other cities, but resource production will focus on Pearls, which serve as resources for training tactical troops, and which are produced with the help of Oyestering Boats. Production is sped up with the new research Oystering in your academy. Furthermore, the Lake-Town Vault protects these Pearls but also your Gold from now on, and of course a new range of heroes will be introduced, such as Bard the Bowman, to level up and equip with their very own gear.
That’s it for now, any more news will be posted as soon as possible!
It seems the updates keep coming through. After yesterday’s updates, it seems preparations are being made for the inclusion of the two new Tactical Troops, namely the Lake-town Pikemen and Longbowmen. If you go to your Barracks, the building requirements (not rss) can be viewed, and they mention another few additions, seemingly connected to the new Tacticals. Continue reading to see what is known right now.
Perhaps not long awaited, but certainly long planned…my post on farming in Kingdoms of Middle Earth. Farming resources from other players is on of two ways of gaining resources, the other being producing it yourself in your cities. Farming other players however, is vastly more profitable than producing, and so will quickly become essential for your might growth, if done properly of course.
In this article, I will explain to you my method of farming. I know there are many methods and styles to choose from, so if you don’t like this style that’s ok. I’ve just found that it nets me more than enough resources in a short time, trying to be as efficient as possible. It will take some effort to set up, but once working, will really ease your farming trips.
I was tempted to put this article under the KoM101 category, but realized this actually isn’t that simple, going by the mistakes I see people make in attacking and defending. I’ve seen some weird attack reports, with people misusing runes and Tactical Troops.
In this article, I am gonna lay out the basics of when to use defensive, and when to use offensive runes. By no means is this stuff really complicated, but apparently many people still do not have a complete hang of it. So when do you use which runes? That and more, after the break.
When you start playing Kingdoms of Middle Earth, you are thrown into a busy, confusing world, with cities, wilds, goblins, alliances and players yelling in GC. It can be difficult to get a grasp of the many game aspects. I remember my starting point as extremely slow in hind sight…Figuring everything out by myself, occasionally guided by the KoM wiki, progressing ever so slowly. If I would have known what I know all now, progress would have been much faster.
This article is meant for new players who, instead of figuring out everything by themselves, want to get a head start. Starting a new game, you are placed in your safe bubble for 7 days. But how do you start your journey? What should you build and train, what aspects to focus on? All this and some more tips after the break!
I have mentioned in past posts on campaigning and the latest update to the game, that new non-trainable ‘Tactical Troops’ had been introduced. Here, I will try to put all available information on these units. Any missing information will be added shortly. The new units are, in no particular order:
So what are they? What do they do? Where do you get them, and how should you use them. All that and perhaps more, after the break.
With the new update to the game, 4th cities can be runecrafted, and runecrafting up to level *11 is finally possible, although a pain in the ass. Just think about the number of Hobbit Runecrafters you need to to be able to train all Tier 4 units and then think about how available these things are to get your hands on. But I think it is a great time to go over the topic of forging runes, the runes you need to get to level *10 in the first place.
So where do you get these runes? What do you use them for, and how? Which trade from the Sage tower is most profitable? And how many do you need to upgrade your buildings. In this post, I will try to combine all available information on the topic.
To complete this little series, I adapted the “training Tier 4” chart to give a complete overview of the dependencies when runecrafting your city buildings. As I haven’t runecrafted my own Musterfield yet, I am not sure how the dependencies will change, but for level *1, requirements are equal. Note that the Armory is a requirement for runecrafting your City Wall, but that the Armory itself cannot be runecrafted.
So for my post on training Tier 4 troops, I made this nice little flowchart which showed the relations and dependencies between buildings and research which you need in order to train Tier 4 troops. I decided I would do the same for ALL buildings in Kingdoms of Middle Earth, but this time up to level 10. This is because the dependencies change in runecrafting mode. So without further delay, the below two charts show the dependencies for all buildings in your cities.
A couple of times I’ve heard people ask, both in GC and AC, what the best building to spend a Hobbit Building Crew on is. Although I recognize that for many players this question will be obsolete by this point in the game, some newcomers might find my views helpful in deciding where to spend their HBC’s.
The Infinite Hourglass in Kingdoms of Middle Earth. It can do one task instantly and one task only. No matter how long…..although I did read one report that put the max time of it on 99 days in actuality. Now you might wonder what to spend this beast on? What is really worth its use? Most people will come to the conclusion of using it for one of the level 10 researches in your Academy.
But there is another theoretical great use for using this item. Here’s how:
Ok, I know not many of you are following this blog, but it would be great if someone could give an answer to this. So as you all know, you can farm any resource over vault level by sending carts or wagons alone, provided the enemy does not defend.
To farm gold however, you need to send some attack troops along with your wagons or carts, to be able to also take home gold. They need to ‘breach’ the wall and defeat the defending troops, even if, in actuality, no wall troops are present. So yesterday, I noticed I was running out of gold and farmed some of my close-by neighbors.
When you go out to farm, you start by looking on the map for suitable candidates: Players with no or weak alliances, low-to-medium might and relatively low level. However, many of your neighbors will initially appear to still be under the seven-day-invulnerability dome.
This limits your farming possibilities, but more annoyingly is the fact that many of these players have been inactive for more than 7 days and are in fact farm-ready. We only need to pop their bubble.
We all know the drill….you build comfortably through the seven-days-protection period and start gaining might in making troops. But sooner or later, the upkeep in food they need will outnumber what you could possibly produce in your city. Especially for armies over 200k might it is nigh impossible to keep up with the needs, even with a high level hero helping production and wilds to give you bonuses.
Constantly asking alliance members is annoying and impossible, as they will also grow their respective armies. Luckily, there is a caveat in the KoM system to help you out.