The Masters Season 2 has officially begun. The series of events spans the entire remainder of the month of March, consisting of both individual and alliance based tournaments, in which special items to track progress can be won. Also, prizes will consist of special items that can be traded in in the Sage Tower for various prizes, giving the players freedom to spend their earnings on whatever prize they need most! In this article I will provide all known information about the tournament series 2 as it plays out.
So by now I believe all servers have had the Master Ranger might value changed from 0 to 10. With zero might, the Master Rangers gave attackers an incredible TK ratio advantage, and many servers and alliances decided not to use them in TK. But as there was nothing preventing it absolutely, many players complained about the MR usage in attacking other players.
Although Kabam’s initial reactions were mixed or even a bit confusing, they now gave in and gave them 10 might, making them slightly less attractive, but still better than T1. So what are your thoughts on this? Do you agree? Should the might value be even higher? Or should they have done something different. Let me know in the poll and comments. In the mean time, the might value has been updated in the TT article.
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…
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.
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:
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.
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).
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.
With every new update, there is a chance some of my articles become outdated. I’m trying to keep track of the most important information and keep it updated, such as the Hero Equipment article. The old Battle report spreadsheet I posted some time ago was also in need of some improvements, as more than a few new troops have been introduced since the last version.
The updated spreadsheet now contains all the available troops, including the Tactical Troops, has boxes for additional information, better layout, and more useful information about the battle outcomes, such as absolute and relative tk/might ratios and a t1 equivalence calculation. This spreadsheet is handy to keep track of past battle performances without filling up your mailbox, and is great for analyzing why you got a certain ratio in a particular battle.
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.
Officers have been asked to help some of the smaller players in the Alliance to get over 100k Might. Instead of doing this in-game, I use this weblog for this purpose and will give some tips on how to reach that goal here.
Two main parts of this game are setting up your city and training your troops. When it comes to the last, it would perhaps seem that the higher the Tier of the unit, the better. And while this is somewhat true, the non-linear scaling of some of the attributes of the troops brings some nuance to the discussion.
This post is meant as an introduction and overview of the different troop types and Tiers, and help you come to a decision when it comes to picking which troops to spend your well-earned resources on. I know it a lot of information/thoughts/opinions, but bear with me…
If you click on the top alliances, many have this even stated as a “cardinal rule”. At first (2 weeks ago) I disagreed. I built me some mighty wall might. And things were going well for me. My 30K might mighty wall seemed to discourage any attackers form approaching my front lawn. Then, one night, some big ass 200k might player decided otherwise.
At first, I didnt even notice, and just started playing as usual. Then, I looked at my might and saw I was missing some 30k (120k back to 90k). I couldnt figure it out, I had my troops on hiding….weird stuff. Then I went through the reports again and AHA, of course, my wall was knocked down harder than Rihanna. From that moment on, I was in the camp of “NO WALL MIGHT(ish)”.