Hero Skills have been released for a while now, with even a new batch of offensive Skills released recently. But which skills are best in certain situations? In this article I while detail a number of situations and sketch a number of ways on which Skills are most useful in each. Some are very straightforward, others require some more thought. In the end, this will not be a long or difficult read, but could be helpful to some…
While I used to post a screenshot of the top 30 offensive and defensive gear sets with the Best Sets article, I have now provided a link to a zip file which contains the two spreadsheets I use for that, containing all of the hundreds of possible gear combinations. In order to work with it or understand them, I will provide here a short explanation of what each number represents, and how you should use it to compare gear.
Update 12.4 hit the stores a few days ago. And like most updates, it added quite some new features/additions to the game, or showcased what is to come shortly. In no particular order the updates are:
3 New offensive Hero Skills: Spearhead II, Bullseye II, Close Quarters II. Their information has been added to the Hero Skills article.
Permanent debuffs added, in addition to the perm buffs. Weapon Disarm (attack debuff) and Armor Exposure (life debuff) items function in similar fashion to BC/SW.
New T4 wall troop: Stone Sheperds (elven) / Gates of Erebor (dwarf). Apparently they are set up as equivalent to Stone Giants for Wall Troops, with massive health, although first testing showed inconclusive results. At the moment, only six can be trained once. Adding to the Wall Troop article as soon as more concrete info comes out.
New Tactical Troop: Enchanters. A new troop sporting both high defense and offense stats. Although not shown anymore, lvl 120(!) is needed to train these. More info will be added to the TT article as soon as more info becomes available.
Increased player lvl. There is good reason to think (see above) it won’t be long before the player level cap is raised from 100 to at least 120, to train the Enchanters.
Increased Hero lvl. Another cap raised is Hero lvl. A glitch a few days ago enabled players to level their Heroes beyond 250. This was then revoked, but with the update it is now official: Hero levels now go up to 280!
So that’s it for now. Let me know how you feel about the new stuff, or share any information you might have 🙂
A small addition to the Hero Skill library came today (I presume as I just noticed), in the form of level II versions of the offensive skills: Close Quarters, Spearhead, and Bullseye. All three Skills seem to follow the same pattern as their defensive level II counter-parts, in terms of Skill % benefit and upgrade costs. Full information on the new skills will be added to the Hero Skill article asap.
Finally the Best Sets article has the level 2 Legendaries added to it. As I predicted, the best sets are pretty much identical to those before, just with the level 1’s swapped for levels 2. Remember this for when higher levels are announced and the article isn’t updated immediately (assuming the trend from 1 to 2 continues in 3). The top 30 images will be added tomorrow.
I have just released an updated version of the Hero Skills article. Although it was put out pretty soon after Hero Skills were released, no major updates have followed, leaving much of the diagrams on Skill overview and Upgrade costs empty. Took a while for me to realize this, so there you go. Only a few numbers are still missing, if you happen to know them, please leave a comment.
Next up is the Best Sets article. I am putting the new gear ** in my spreadsheets and will probably update the article tonight when I have time. Stay tuned and happy Hobbiting!
Welcome to the fourth installment in this Battle Mechanics series. In this part, we will once again take a closer look at Diminishing Returns, how it works, and how it influences our choices for gear and Gems, following the formulas we arrived at in parts I, II and III. Diminishing Returns (henceforth DR) can be a tricky subject, but once you understand how it works it is actually pretty easy to work with.
Welcome to part III in this Battle Mechanics series. In part I and II, we constructed the basic battle formula with buffs and debuffs, focusing specifically on gear buff and debuffs. Now it is time to chose the optimal set of gear. But before we get to that, we consider here our opponent. Many people still tell me that I have to take into account the opponent’s gear when choosing my own, in the sense that (usually), if an opponent has mostly debuffs, I should aim for buffs, and vice versa.
In part IV, we are going to (for the last time hopefully) discuss our own gear choices, taking Diminishing Returns into account, but here in part III, I will first briefly detail why you should never look at your opponent’s buffs and debuffs distribution.
Welcome to the second part in this Battle Mechanics article series. In Part I, we constructed the basic battle formula, showing the relation between attack and life, and buffs and debuffs. Although we could go from there into other territory, I feel this second part is needed to avoid any confusion afterwards. In this part we will look at the different types of buffs and how they (possibly) interact.
So, the second the last pieces of Legendary Gear I have been introduced, Kabam has introduced the level II Gears already on their forum, and a level II piece as the prize of the current Masters season 2. And all I can think is: Slow down! The rate of introducing new content and features is in my opinion way too high at the moment.
People haven’t gotten a normal chance to catch up with even level I gear and level II is already introduced/foreshadowed? Why not wait with this for a month or 2 (at least)? This way the game is becoming really unattractive to non-spenders, and even to people like me who spend a little (really not that much) it is getting hard to keep up, certainly not helped by the near constant premiums and the changes to Tokens on which I’ll post shortly.
Anyways, the Gears II have been added to the Hero Equipment article, although the base Attack and Life values weren’t given yet on the forum. They will be filled in and taken into account in the Best Sets article when they are truly introduced into the game, which I hop isn’t too soon. That said, the Gear II is pretty unimaginative, basically being level I Gears with the 3* attribute changed to a 4* one. So expect little changes to overall Best Sets in that regard as well…
The last remaining level 1 Legendaries have been introduced and added to the Hero Equipmentarticle: Thorin’s Fur I, the One Ring I, and Smaug’s Scale I. All three are top notch items, which will mess up the Best Sets rankings, so expect changes there today as well!
With the introduction ofHero SkillsI wasn’t quite sure how much of a potential money grab this could turn into, but now that I have it on my main server I can tell you: DON’T BUY KNOWLEDGE CRYSTALS! Here’s why:
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!
The Alliance Boss Kill tournament got introduced shortly after the introduction of Alliance Bosses on the campaign map. During normal play, the Bosses can be summoned and killed to receive rewards including Vala Stones, gear, Valto runes and Gatherer Stones to level up your City Guardian. During Boss kill tournaments, you get points for killing the bosses. It is a pretty straightforward principle, so this article wil not be that long or complicated.
One of the most popular articles on this site is the Best Sets article, describing which sets of gear are most useful for attacking, defending, and for campaign/CHS. At the moment, this article is still very useful, but pretty soon, it will be completely rendered useless. Why? The new Gems. In this article I will explain why this is the case and how gear will be chosen in the near future…and why this makes me think the new Gems stink….
The new way of selecting gear
Why will gear selection change? The old situation
The new situation: The new Gems
The new “best” gear
An example with Replenish and Void gear
Does diminishing returns not factor in at all anymore??
Some new level 1 Legendary gear has been introduced the past weeks, which I have now added to the Hero Equipment article. These include the Beorn Axe, Bilbo and Gandalf Cloak, Sting, Radagast Staff and Elrond Ring.
Concerning the Elrond Ring I, I am not yet sure whether all (non-random) attributes apply to all troops. If one of you has one, could you please confirm whether this is indeed the case? Nevermind, just confirmed this is indeed the case…
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.
So Lake-Town has been among us for a few days. I’m working hard on getting all the facts straight, and will put out an article as soon as possible which I will update the coming days, but not having the 5th city myself makes it no easier I’m afraid.
What I do have is some preliminary info on the Bard’s gear that is coming out shortly, mainly through information provided by user Marcel. Find this information at the Hero Equipment article here!
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.
Gem Embedding enables players to make their gear perform even better in war, enhancing attack, defense, and/or march sizes. But the higher level runes are difficult to acquire, as it takes to 1 year and 8 months to just farm one level 6 Gem from scratch with the picks regenerating for free. Although we are helped by Gem Shards and Gems in chests and tournaments, it’s still inefficient to just start combining them to level 6 Gems, so choices have to be made.
In this article, I will look at what the Gems do in each gear piece type, what gear should be Embedded first, and how to most efficiently upgrade Gems along the way.
Last week we received news the New Smaug was introduced. It was highly anticipated, and a lot of players took to the forum to explain Kabam how NOT to ruin the experience in the process of upgrading the dragon. Unfortunately, the new Smaug was highly disappointing and was met with a lot of negative feedback.
But in a surprise move, Kabam decided to listen to the critiques within a week and upgraded Smaug again. Read on to see what has changed form the old familiar lizard and a possible way to fix him once and for all…
As proposed earlier, I have put this subject in a separate article, to keep the information on both Gem mining and Embedding separated and thus hopefully easier to comprehend. The main purpose of mining in Kingdoms of Middle Earth is to acquire the Gem Shards needed to make the Gems used for embedding in gear.
Here I will give an overview of the things necessary to find the mines on the map, mine them successfully for Gem Shards, and other possible benefits from mining. To mine we need to know the following things:
So a new update has hit the game and it seems promising in that it looks like a bunch of new features and troops are being introduced. Information given here is gathered from in-game mails primarily, but also from word of mouth, so stay tuned to see if those turn out to be right.
First thing I noticed was the ability to finally being able to donate more Vala stones at a time. I can now donate 60 per click…thank god for that Kabam, it was getting rather tedious. But there is more.
So, when I first wrote about this subject in the older articles, Tactical Troops (TT) had not been released yet or just shortly, and I never added a new article about getting good high scores for CHS events. But every major CHS event I see an enormous spike in views, so I guess people are still looking for the ultimate guide. And although such a guide does not exist really, here are the steps you can take yourself to make you personal best CHS guide using TT!
So apparently the options of Enhancing and Upgrading hero equipment/gear have left some people to wonder whether it is better to first enhance or first upgrade? Does it cost more items to enhance a lvl 10 item versus a lvl 1 item? Or do the Valto runes have less effect on fully enhanced gear compared to non-enhanced?
Nobody really seemed to be able to provide a good answer, even though it didn’t make much sense in my mind for such a thing to exist. But I thought it would be good to figure it out once and for all and give you the answer to the question “does it matter what you do first?”. And of course the answer is:
I tested this on two pieces of Wartorn gear, and seeing whether doing one option first meant differences for the second. Results can be seen below the fold, but if you do not need much persuasion, just follow the above answer.
So a while ago I made a post about when to use Attack runes and when Defense runes, as there seemed to be confusion about it even among more experienced players. I recently noticed the same problem with using gear, so I thought it time to write an article on that as well. Especially with the new debuff attributes, it has indeed become less intuitive to know what to use when. In this article I will try give the basics on the available gear attributes, and on when they are best used.
One of the questions on everyone’s mind in this game is what the best hero equipment/gear are for attacking, defending and campaigning. With a pretty constant stream of newly introduced gear with differing bonuses, it can be difficult to decide. So here is a small overview of the best sets currently available, below the fold, as the article has grown a bit longer than anticipated.
One of the later additions to the game has been the introduction of temporary campaign maps. These maps appear at seemingly random times every now and then, and disappear again as well after usually a few hours. I thought about including them in the campaign spreadsheet, but seeing as I am not convinced they will be reused, I will write here a small article on how I think you should generally approach these and what the potential rewards are (and they are pretty good).
So I’m giving this its own post, as I want to keep the main Hero Equipment page mostly about the available sets, certainly with all the new sets added to the game. Below is a chart with the percentages bonus each of the currently 4 Tiers of equipment bonus do, from level 1 to level 10.
The four Tiers (marked *1-*4 in KABAM emails) start out at 1%, 2%, 4% and 8% bonus respectively, but can grow to considerable amounts if you happen to be lucky enough to get gear at level 10! Use this as a reference for determining end-game gear specs, or whatever you like :). Thanks to QuietschEnte for confirming the numbers!
Finally, one of the biggest promises of the last few months has been fulfilled: Upgradable gear has arrived. No longer are we at the wimps of luck or mithril…now, we can start upgrading our own gear and make the best gear combinations possible. In this article, I will try to combine all possible information on upgrading and enhancing your gear pieces. Like always, if I learn stuff later on, I’ll add it to the article.
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!
Wall troops can be trained in your City Walls. They provide good Might numbers, but are not overly strong, so most people do not actually build a lot of them, as it gives away easy tk’s for enemies. If you do want to use these, do so during Might tournaments or when you can back them up with a high Hero and normal troops.
I have recently noticed a very annoying bug in the game concerning both the Hero salary and gold production, and would like to know if this is a more common bug or if there are solutions…I know for sure that more people in my alliance are experiencing the same.
I know a lot of you will probably not be dependent on gold production (instead farming it), or on resource production (instead farming it), but I am, as I do not have mountains of time to spent on the game, so here goes. Three bugs:
In my first city, when I assign my 223 Hero to production, he uses up MUCH MUCH more than 4k gold/h. From what I’ve gathered, it’s more in the order of 20-30k/h, as if ALL positions are assigned which is NOT the case.
In another city, which has a lot of homes, I SHOULD produce around 20k/h, but in reality, it produces MUCH MUCH LESS than that. That, is 20k with ONE hero assigned.
Hero’s un-assign before gold reaches zero. Im usually left wit 10-30k…without production of gold in those cities (taxes 0%)
I figured this could have two reasons: (A) Battle reports are being missed/lost, so someone takes the gold but I do not see their attacks, or (B) there is a bug with the production and salaries.
I tried to eliminate (A) by training some wall troops, which HAVE to be destroyed in an attack for anyone to take resources or gold to be taken. Today the gold producing city, after around 12 hours of not logging on, had a meager 9.5k gold, with no attack reports and wall troops still there. And mind you, EVEN IF I would assign ALL FOUR positions in Great Hall, it still should produce more gold than salary.
So, what is going on, does anyone else have this bug, and what can be done about it? Thanks in advance!
Remember how I mentioned in my article on Hero equipment, that the Ent set is becoming popular to campaign with? That is because each piece of Ent set has two identical bonus attributes: 1% Life to ALL troops (so 2% per piece). But to be effective, do not just swap out all your gear to Ents just yet. To be most effective, use these pieces:
If your Hero has Pilfered gear, only use Ent weapon, cloak, amulet and/or ring*/**
Any sets lower than Pilfered can be freely exchanged for Ent.
*You don’t need to swap the Pilfered shield for Ent, as it deducts 2% standard life bonus for 2% bonus. See this chart.
**I don’t know whether the 5% life bonus of all 4 Ent pieces weighs up to the 5% attack loss compared to full Pilfered, but I’ve read that the Vitality score outweighs the Efficiency score in campaign, hence this set-up becoming more popular. Try at own risk 🙂
Like mentioned in my post on update 9.1.0, it brought to the game the exciting new feature of Alliance Boss Battles.
At the time of writing that piece, the feature had not been fully implemented yet, but it has in the mean time, and it is such an addition it merits its own article. So here, I will lay out all the necessary information you need about this feature.
This has been in play now for some time I think, but I think it merits an update here: When you want to level a Hero to level 212, you no longer have to be afraid to overshoot the 200 mark. You can apply all experience adding items between level 200-212 now as well!
As discussed in this article on getting a 212, it used to be so that once you were 200 or above, no items could be applied anymore, making it a costly mistake if you accidentally sent out your 199 Hero to see it return 200, which meant no 212 possibility. Well thats the past, so do not be afraid to keep applying archers and warriors items!
Doing campaign levels in Kingdoms of Middle Earth is fun and good for a number of things, such as: Leveling up your heroes, farming items and hourglasses, getting armor scraps to trade for equipment, or get awesome equipment/items/ tokens from Smaug. But there is also the Campaign High Score Event, either individual or alliance based.
Most of the times, people will run down the campaign levels with full t1 armies and wipe out any resistance. But this strategy gets you far from a high score on the different levels, which you need if you wanna compete in the aforementioned events.
So what army should you use? T1 or T5? Mixed or single troop type? Should you use speed ups? How is campaign high score even calculated? In this article, I give you a rundown of some very basic tips to get your high scores up and be competitive.
One of the most interesting updates to Kingdoms of Middle Earth recently has been the addition of Hero Equipment; Pieces of gear that heroes can equip that give them certain bonuses. But where do you find all the information about the gear? Where do you equip them on your heroes? Where can you see all the items’ bonuses and where are the icons explained? And where exactly do you find these items in the game to begin with?
This article will provide answers to all this and more, giving you a complete overview on one of the better additions to this game in months.
It has been just over a week since I posted you should hold on to your (now) Galadriel’s Tokens, and behold, last Friday came the moment to show the truth behind it all. Following all kinds of deals and tournaments for the upcoming release of “The Desolation of Smaug”, the Premium chance game went on sale for 1 token to play!
Now, it had only been 16 days from the previous sale, so only 16 tokens could be saved, but I got extremely lucky, and won TWO Token chests over the course of playing the Premium chance game! Take into account the Tokens inside the chests you win with the game, I spend roughly 150 tokens, without a dollar spend. Then to top it off, 2nd, 3rd and 4th city deeds could be traded for even more tokens, and the number rose to just below 200 tokens! Read on to see what I won with those and why it ABSOLUTELY WORTH saving those tokens for these kind of Premium chance deals…
In KoM warfare, the level of your Hero determines for an enormous part how well you do in battle, giving bonuses to both attack and life of your army. Normally, a Hero can be leveled up to you Great Hall’s level x20, meaning lvl 200 max.
However, it is possible to go over this limit because the Hero stops leveling once he is over that limit. which means that if you overshoot the limit by much experience in one go, you can theoretically go to lvl 212. The largest amount of experience in one go is obtained with the “Train with Gandalf” item (50,000 exp).
To get a lvl 212 Hero, level the Hero up by any means, but stop just before reaching lvl 200 (to be exact, within 680 Exp of 200). Make really sure you dont overshoot, because once he is 200, there is no way of leveling any further. When you are just below level 200, apply the “Train with Gandalf”. This will boost the Hero to lvl 212. Voila!
Alternatively, 212 or even 215 Heroes can be won in Gollum’s Riddle, certain chests and in tournaments, but chances are slim…Cheers!
In a number of earlier posts, the use of a Hero is mentioned in optimizing certain game processes such as training troops.
This posts is meant to shed some light upon the use of the Heroes, which can be assigned to various tasks within your city. Once you are in your 2nd/3rd week of city building, your Hero becomes invaluable in saving precious time!
Once it is time to go from setting up your basic city to full-on troop production for might or a fight, troop training times can severely impact your ability to being able to burn through your resources, defend your city, or destroy your opponents. It is very important to optimize the training speeds of each unit as well as possible. This post serves as a small intro guide into troop training times; specifically, the factors that contribute to getting the training speed up.
This happened to me a week ago: I go to train some troops, and look before queing at the training times: it was something in the order of 10 minutes. I remembered that I needed to put my hero in the training job, so I did. He was level 65 at the time, so, I expected something around a 30% decrease in training time.
To my surprise, when I did the calculations, turned out the decrease was only ~13%! This messed up my mind. I was thinking: “Wait, if the time normally is 100, it should now be 70, 30% less. And if other bonuses are in play, say, another 50% or something, 50-30 is 20 left, a 60% decrease…..i.e. the decrease in training time should ALWAYS be ~30% OR more!“
During the early stages of the game, setting your tax rate correctly can mean the difference between being able to build and research what you want and need, and not being able to.
Through the early quests, the game urges you to play with the tax rate and maximize income. The tax rate however, directly affects the happiness in your city, which effects the population, which effects eventual tax income and your ability to man your farms or produce troops. So, how do these numbers all relate?