How to develop a strong character up to lvl14

27.06.2021 00:00 / comments: 0 / view: 527 /

Author: #73 Kligan-Dog

Introduction

Hello everyone!   This guide is aimed to help with development of a new character, what to focus on, and in what order.

So, our goal is to develop the Lord/Lady with these targets:

Main faction skill level - 12

Anti-skill levels - 4-6

Parameters  - 30+

In this article there will be specific data, with all the calculations of experience and the received guild points. So we'll start first with the theory, and then move on to the analysis of the pumping itself. Don't be alarmed - there will be a lot of tables and graphs.

Experience gained in guilds

I'll start with the bad news that many people know: the Hunters Guild has increased the minimum experience threshold from 70*CL to 100*CL.. In addition, adding the limit to the first 2 levels, which earlier could be focused solely on hunts. Allowing you to get close to the 3rd Hunter’s level.

The Mercenary Guild quests have a fixed experience that is independent of combat level. It should be clear, the later we focus on this guild, the better. It is important to determine at which points it is optimal to achieve certain levels of each guild.

Now let's talk about the Watchers, Adventurers, and the Thieves Guild.

In watchers’ guild, the experience gained in a 3 star victory is 3 times more than the experience gained in a 1 star victory. What does that mean? If you aim for a 1 star victory, you can get 1.5 times more WG points/exp. Not a frail bonus - 50%. The main drawback is the time it will take for us to achieve the levels as it is of course limited daily.

The experience in Adventurers’ Guild fights is equal to the experience in Watchers’ victories at 1 star * 1.05. That is, 5% more. Experience in the Thieves Guild varies, as well as the reward in gold. Therefore, the table will show an approximate rounded value.

Let's move on to the table and see how the experience gained changes in different guilds with increased combat level.

CL TG AG WG ⭐ ⭐ ⭐ WG ⭐
3 126 360 120
4 189 539 180
5 270 770 257
6 800 371 1059 353
7 1000 495 1430 471
8 1300 643 1837 612
9 1700 819 2339 780
10 1900 1024 2925 975
11 2350 1260 3601 1200
12 3200 1531 4374 1458
13 3800 1838 5251 1750
14 4600 2183 6237 2079

If you look at the graph, you can see a gradual increase in experience, so it doesn't matter at what level we're going to pump the Watchers’ Guild and the Adventurers’ Guild relative to each other. You won't be able to save experience by waiting for a specific level.

In this graph, we see neither a relationship of direct proportionality nor a quadratic function. The graph more resembles a mountain with elevation changes.

Therefore, we have to find the most gentle slope: it is located from the 9th to the 10th level. The difference of experience is 200 points.

The 10th level is therefore optimal for pumping TG. 

The 12th is the most unattractive. The difference is 850 points, which exceeds even the difference between the 12th and 13th levels (600 points) and the 13th and 14th levels (800 points).

Overall, it's best to focus the Thieves Guild at the following levels: 6,7,8,10,11,13.   

Now, let's move on to comparing the minimum experience for a victory in the Hunters’ Guild and the Watchers’ Guild (Adventurers’ Guild) at the 3rd and 14th levels.

Guild Level 3 Level 14 Relative Increase
Hunters 300 1400 4,66
Watchers 360 6237 17,325

Knowing these values, we can conclude that it is better to focus on the Hunters’ Guild later. The trouble of pumping HG is that you have to wait for the days of bonuses, and play only on these days.

If you postpone all hunting to the 14th level, it will be hard to wait for bonus days.

Therefore, the Hunters Guild needs to be pumped at all levels on bonus days. The main focus will need to be done on 12-14 levels, where you can start to use diamonds to accelerate hunting.

Let's go back to the Watchers’ Guild and see how long it will take to pump this guild by level, provided you complete 3 tasks every day, without interruption.

WG level Days at ⭐ ⭐ ⭐ Days at ⭐ Years at ⭐ ⭐ ⭐ Years at ⭐
1 20,00 40,00 0,05 0,11
2 66,67 133,33 0,18 0,37
3 150,00 300,00 0,41 0,82
4 283,33 566,67 0,78 1,55
5 500,00 1000,00 1,37 2,74

If patience allows you, you can spend about 3 years pumping the Watchers’ Guild in battles winning 1 star, and you will thus spend the same amount of experience for 1500 points as a player who will score 1000 WG points in 3-star fights.

The number of Guild fights possible at each level

Let's move onto the Adventurers' Guild and calculate the experience you need to spend to get level 3. To begin with, we will find an average number of fights: (18-26-21-15)/4 = 20 fights, on average to complete the campaign. We will fight all at the difficulty of hero, taking into account that 4 campaigns we will need to open with the difficulty of combatant. (8100-400)/120 = 65 campaigns at least we will have to complete, provided that most of them will be played at a maximum of 100% (120 points) and 4 campaigns for opening, one campaign we keep in reserve - in case of defeats and bad results, we get 70 campaigns.

We will need to fight 70*20 = 1,400 fights. These are approximate calculations with a safety factor.

CL EXP available Maximum no. of fights Percentage of AG3
3 10500 83 5,95%
4 17000 90 6,42%
5 58000 215 15,35%
6 100000 270 19,27%
7 210000 425 30,33%
8 460000 716 51,13%
9 790000 965 68,90%
10 1350000 1319 94,19%
11 2000000 1587 113,38%
12 3500000 2286 163,30%
13 6000000 3265 233,24%
14 11500000 5268 376,29%

This table does not take into account the EXP penalty from pumping. But in general, it should serve as a great guide. Starting to complete campaigns at the 3rd level you can reach AG3 only on level 8, not earlier.

Starting the guild at the beginning of level 8, you will be able to reach AG3 on the 9th level, or the beginning of the 10th (if you are tormented by pumping).

Naturally you should not play any other fights if you decide on such a plan.

At the 12th-14th levels you have enough EXP with a reserve. Therefore, you can reach AG3 by playing all the fights on the same level.

Of course, you need to take into account your financial condition and plan in advance. In general, a comprehensive approach will be considered in the next chapter.

Let's also make the same table for the Watchers’ Guild for 3-star fights. In order to calculate points, passing on 1 star, you need to multiply by 1.5.

CL EXP Available WG Fights Percentage of WG1 Percentage of WG2 Percentage of WG3
3 10500 29 48,61% 14,58% 6,48%
4 17000 32 52,57% 15,77% 7,01%
5 58000 75 125,54% 37,66% 16,74%
6 100000 94 157,38% 47,21% 20,98%
7 210000 147 244,76% 73,43% 32,63%
8 460000 250 417,35% 125,20% 55,65%
9 790000 338 562,92% 168,88% 75,06%

This table shows the number of 3-star fights possible at a level, without taking into account the EXP penalty from pumping. The % shows the contribution of the fights towards the 1st, 2nd and 3rd WG levels, respectively.

In order to reach WG1 you need to play 3-4 level (due to pumping, you may have to play a few fights at level 5).

For example, to reach WG2, you can start playing at level 8 and you have enough experience for 200 fights.

To reach WG3, there is enough EXP available to play at level 8 and 9, if you draw a parallel with AG, it is practically the same. For 3 parameters you have to give the whole experience of levels 8 & 9.

CL EXP available WG Fights Percentage of WG3 Percentage of WG4 Percentage of WG5
10 1350000 462 102,56% 54,30% 30,77%
11 2000000 555 123,42% 65,34% 37,03%
12 3500000 800 177,82% 94,14% 53,35%
13 6000000 1143 253,92% 134,43% 76,18%
14 11500000 1844 409,74% 216,92% 122,92%

The same thing for 10-14 levels, showing WG3-5.

As you can see, the experience available at lvl14 can be enough to reach WG5 starting from scratch. But we must remember the time that must be spent due to being able to play no more than 3 fights a day.

Well, the table for the Thieves’ Guild is last, and then let's move on to the practical part - the planning of character development. We know that playing TG is dynamically balanced with on average a defeat per 2 wins, so this experience should be taken into account. The ideal amount of experience from a loss is 2/3 of that for victory; rounded to 0.6 (we cannot always leave the caravan with 1 unit). The formula for calculation will be a little more complicated, but in general nothing will change, the analogy is the same.

CL Experience Available TG Fights Percentage of TG3 Percentage of TG5 Percentage of TG7
6 100000 96 40,06% 16,03% 8,01%
7 210000 162 67,31% 26,92% 13,46%
8 460000 272 113,41% 45,36% 22,68%
9 790000 357 148,94% 59,58% 29,79%
10 1350000 547 227,73% 91,09% 45,55%
11 2000000 655 272,78% 109,11% 54,56%
12 3500000 841 350,56% 140,22% 70,11%
13 6000000 1215 506,07% 202,43% 101,21%
14 11500000 1923 801,28% 320,51% 160,26%

And here's the answer to the question, should I buy TGI at level 13-14 (the same for higher levels)? 

As you can see from the table, it's worth it.

You can only comfortably reach TG7 in a single level at level 14. By the way, if you focus on TG, the pumping penalty will be reduced.

Also comparable is the conclusion I made from the graph. At level 10, 547 TG points are available. At level 12, only 841 points are available. But look at the experience ratio, almost x3 and the ratio of TG points is x1.5.

If we compare the 8th and 10th levels, as well as the 12th and 14th levels, we will see that the advantage in the experience is almost x3, but gives a x2 increase in TG points.

Development planning

Friends, now, directly to the development. But to do this, we need to answer the questions:

  1. How to develop the character competently from level to level, to enter the top 10?
  2. How to develop a character and participate in events at the same time?
  3. How to pump a character with accurate calculations of experience by levels?

The 1st type of pumping is for fans of tournaments and fights in the Commanders’ Guild. The main task is to move from level to level and have solid performance at each level, while regularly taking part in tournaments and playing CG.

In fact, the 1st and 2nd option will be interconnected, because now there is a very favourable ratio in the events for Guild points, experience and skills.

Our main task is to prepare the character for level 9, to start playing Commanders’ Guild and try to win the first tournament. What do we need to do?

  • 9 faction skill level in the main faction
  • about 13 parameters
  • By focusing on FSL9 with main, anti-skill is sidelined

Watchers’ Guild will be counted as 3 stars, if you have the patience, you can aim for 1 star, gaining more WG points. 

1-3 Levels - Start with HG on the bonus day and take exactly 60 points (40 hunts, 15 each on levels 1 & 2 and 10 hunts on level 3). We spend the rest of our experience on WG. You can play in your own style at 1,2 or 3 stars as it turns out. Take about 20 points.

Level 4 - We only play WG - about 30 points.

Level 5 - Again only WG - about 70 points.

Level 6 - Only WG - about 90 points.

By the end of level 6 we will have: 60 HG points and 210 WG points.

As can be seen because of the increase of experience in HG, we can only achieve 11 parameters.

7-8 levels - play WG for about 240 points (that's 450 total) and leave the rest of the experience for HG on bonus days (about 500 HG points total).

Level 9 - pump up to level 5, take 150 points on bonus days (100*900=90,000) and pump MG to level 2 with 500xp combats, 500*120(100) = 60,000(50,000). (100 combats on MG bonus day).

Total before joining the CG we will have: HG5, WG3, MG2 and LG6 minimum if you have time to reach LeG9, then you will have 13 parameters. Why didn't we open the Thieves Guild, taking TG3 instead of WG3? Because we're going to have trouble reaching FSL9 at the same time.

This development is ideal for a knight, a wizard, a necromancer, and to some extent for a dwarf and a demon. For a dark and normal elf, it is very important to have the first move, so building TG levels is better, so you should aim to reach WG2 and TG3.

Then we play in the Commanders’ Guild and achieve FSL9, you can wait for a tournament or carry on playing CG. My advice is to play here, because at level 10 we will pump TG.

Level 10- you will just be able to save up or donate to buy an invitation to the Thieves’ Guild. Here we have more than 500 points available. Therefore, we can safely pump 400-500 points. And then think about playing AG. Level 11 experience should be enough for 3 levels at once, but you can give some insurance and go through several campaigns at the 10th level. If you want to save money, it is better to play AG on the 11th level,as at CL12 you will be forced to buy an expensive citadel and the 4th tier creature upgrade. In total, you will have to fork out for (94 400 + 90 000)* 8 * 0.9= 1,327,680 gold, while building on a bonus builders day.

There is also a more flexible development strategyavailable, finishing TG5 at the beginning of level 11 and selling the TGI, then building half the castles and reaching AG2. The remainder of the experience can be spent on hunting on bonus days or fights in events with guild points as reward.

Level 12 - We finish MG4, reach WG4 and get our main faction to FSL10, if we did not get HG6 on level 11, we finish it here. For the rest of the experience we go to CG.

Let's sum up the interim results of what we have achieved:

HG6

WG4

MG4

TG4/5

AG2/3

LG6-8

LeG9

Total: 23-24 parameters. By playing AG and MG/HG you can easily gain anti-skill of 3-4 in all factions. It's not good enough for first place, I'm sorry, I can't beat Lord Zehir with high LG13. It's not my fault that he has the defence parameters from LG.

Level 13 - We will finish TG5, if not finished and go to TG6. Next, we finish HG7. If you have not finished the 3rd level of AG, it is advisable to finish it off at this level. There are days of recruiting due to which you will be able to do this as well, if there isn’t money to collect and build some castles. We do MG6 and go to the CG and take the 2nd level. Also, you should already have FSL11.

Pumping towards the end of level 13:

HG7

WG4

MG6

TG6

AG3

LG8

CG2

LeG9

Total: 29 parameters. If you pump LG to the 10th level or acquire a UCI, then you will have the cherished 30 parameters. You may not have enough experience somewhere to reach one of the parameters, if you play too much in CG or events. 28 stats is also a decent result.

Level 14 - The main task is to reach FSL12. Therefore, make the priority first on this, and only then finish the anti-skill to level 6. FSL12 and an anti-skill of 5 is enough with your parameters for good results in CG. Along the way, we can finish 3 more parameters: HG8, WG5 and TG7. LG10 if it works, too, will be wonderful, if not, then LG8 will be alright. You may also have the experience to take HG9 or MG8. Decide for yourself, it is better with FSL12 to play CG.

Total we will get 32-34 parameters:

HG8 (9)

WG5

MG6 (8)

TG7

AG3

LG8 (10)

CG2

LeG9

Separately, I want to say that the new reform in HG, related to the experience (100*level) in fact we are not able to comfortably achieve HG9. With the old values of experience, we would take the 9th level.

We move on to the second issue with participation in events. There will be a short answer. We play events with guild points awarded at a favorable ratio.

The pumping itself will be based on a situational approach, everything will depend on the events, bonus days. The order of taking certain levels of guilds will change. But in general, by the 13-14 level you will come to similar parameters.

And now we move on to the table with a specific calculation of experience. For the safety net, I will reduce the experience at the level of 10% - this will be taken into account in the column of the number of available fights. This is due to the pumping penalty that each character may have, as well as defeats in battles for which guild points are not awarded.

Let's consider the ideal option at the beginning: MG and HG pump at the end of the 14th level. Let's see how much experience we need for this and then compare with pumping in another scenario.

CL EXP Available HG* WG TG AG MG* CG
1-3 15000 60 20
4 17000 28
5 58000 68
6 100000 87
7 210000 145
8 460000 225
9 790000 304
10 1350000 492
11 2000000 1429
12 3500000 720
13 6000000 547 386
14 11500000 2840 134 1500
Èòîãî 26000000 3000 1500 1270 1429 1500 386

To calculate experience for HG, I decided to work on the following principle: up to HG6 take the minimum hunting, up to HG7 1.5 times more and up to HG8 1.8 times more. Hunting all different creatures, some average value is hard to arrive at. The count will be conducted for bonus days. 

The total is 1140 * 0.67 * 1400 = 1,064,000 (60 points taken on lvls 1-3) (HG6)

800 * 0.67 *1400 * 1.5 = 1,120,000 (HG7)

1000 * 0.67 * 1400 * 1.8 = 1,680,000 (HG8)

The total experience spent on pumping HG on the 14th level is 3,864,000. If rounded will be about 4 million (At the old rate CL*70 would be 2.8 million).

The Mercenaries’ Guild fights we count 1500 experience for the fight (fights are different, sometimes 500 experience, and some 2000-3000 exp, so let's take a value with a small margin).

Playing MG strictly on bonus days is not necessary, the bonus is only 20% and we can afford to sometimes play on normal days.

We will hold 500 fights for bonus days - a total of 600 points and 900 fights will be held just on any day.

1400 * 1500 = 2,100,000.

If you have the opportunity to play all the fights on a bonus day using diamonds, then you will save 225,000 experience:

1500/1.2 * 1500 = 1,875,000

Of course, if you carefully watch the tasks and choose according to exp, you can on average beat the fights for 1000 exp on average (At the beginning with the general 500 experience/fight).

We also have 134 fights left in WG.

134 * 6237 = 835,758.

Well, we will round the total amount of experience with such pumping 4 million + 2.1 million + 0.9 million = 6 million.

As a result, we will have as much as 5.5 million experience available on the 14th level.

At the 13th level I balanced the pumping of TG and CG on 50% of the experience, or rather 45% (10% we save for the pumping exp penalty).

At other levels, they are pumped strictly by one particular guild, for the convenience of counting experience and visual representation in the table.

For CG fights, I took 7,000 experience for 1 CG point with margin based on increase for balancing defeat and victory. 

Now let's take the table and try to pump in a different order. First HG and MG, and then the rest of the guilds. Let's see if the rest of the experience changes.

CL EXP Available HG* WG TG AG MG* CG
1-3 15000 60 20
4 17000 64
5 58000 174
6 100000 250
7 210000 450
8 460000 575
9 790000 658
10 1350000 779
11 2000000 1500
12 3500000 841
13 6000000 1469 386
14 11500000 1480 359
Èòîãî 26000000 3010 1500 1200 1469 1500 386

In the first table it turned out to be 70 TG points more, in the second on 40 AG fights and 10 HG. There is no big difference in the number of fights.

HG points are calculated on bonus days, points in the MG are also counted in part taking into account bonuses, and the calculation of 1500 experience per fight.

Now we consider how much experience we need to spend on the 14th level:

The Watchers’ Guild has 1,480 fights * 6,237 = 9,230,000 (rounded).

Thieves’ Guild 359 * (4600 + 4600 * 0.3) = 2,150,000 (rounded).

In total, we will spend 11,380,000 experience on level 14. Most likely, the exp penalty will not allow us to finish the full 5 levels of WG.

Conclusion: if we start pumping the Hunters and Mercenaries Guild at the beginning, we will lose about 5.5 million experience in the end.   And this is at least an extra parameter (MG8 - for example) - fights in CG and events.

Therefore, the 7th & 8th levels of HG should be taken at levels 13/14.

By the way, 50% of the experience at the 13th level is enough to pump AG3 from scratch. 

Loopholes in the pumping 

Let's talk now about dirty methods, how you can save experience, legally and illegally:

  1. As we were talking about before, aiming for one star in WG. (This method is suitable for patient people)
  2. Help in hunting - here for advice you should turn to Jaime Lannister and ask him how to become a "single percenter".
  3. Intentional losses in CG - you can specifically enter in a duel a weak set of artifacts and specially substitute troops. As a result, you are provided with CG points (0.3-0.35) with a small amount of experience. But this way will not lead to good character, sooner or later you will be punished.
  4. Ask a friend to run with one unit near your ambush. Also an interesting scheme to raise TG on real people without unnecessary experience. But also use this scheme and you can get into trouble with the admins.
  5. Pumping LG for years will give you an extra 1-3 stats. But this way is very long and tedious.
  6. Pumping of LG through the potion. You can not pump LG during levels 1-12, and then buy a potion to reach LG8 6-9 times faster. Suitable for players who are friends with money.
  7. PVP fights between clans bring 3 CG points.
  8. CG points in LeG tactical tournaments.
  9. Guild points solely during bonus days with great returns.

By the way, about the pumping of WG, the most profitable ratio at the moment is the mini-events of 15 fights on the map. There you can take 5 WG points and get very little experience. So don't miss them.

And don't miss out on profitable events. Some have a very good experience-to-guild point ratio.

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