General Info


  • administrators

    You find yourself in the war-ravaged land of Magna.

    A Conqueror's goal is to become the most powerful in the land, to build up and command the most formidable Alliance, gather Monument Shards and build a symbol of their combined power, gaining them access to the legendary Ascension Towers and the Ultimate Prize. You will achieve this by developing your great City, capturing territory on the Map and deploying fearsome Units of monsters to crush your enemies.

    Below you'll find some general information about the game.


  • administrators

    Expanding your Territory

    By sending your Units out to attack territories which are adjacent to territories you, your Allies or your Vassals already own, you can capture them.

    Owning territory increases your income of building resources, gives you the right to construct bases, and makes that territory more difficult for your enemies to capture by giving it HP.

    Capturing a territory puts it under Protection, meaning it cannot be attacked by your enemies for a certain period of time.

    Your Reign limits the amount of territory you can hold at once. Each territory costs a certain amount of Reign to hold - this is usually 1, but higher level territory and Towers often cost more.

    If you abandon territory or an enemy forces you off, the Reign will be refunded for you to spend again.

    STRATEGY TIP: It's a good idea to hold lots of territory, but you'll be more flexible if you have a few points of Reign spare to capture Towers or attack your enemies!


  • administrators

    Siege and HP

    All bases, structures and player-owned territory have HP ("Hit Points"). Once any and all defending Units have been defeated, attacking Units will target this HP. A Monster's Siege stat - in combination with its Troops - determines how much damage it can inflict on this HP, called Siege Damage.

    Depending on the nature of the target, different things happen when you deplete HP, for example:

    Enemy Castles - if you deplete an enemy Castle to 0 HP you conquer that player and make them your Vassal.

    Enemy Territory - if you deplete enemy-owned territory to 0 HP they lose ownership, and if you also have enough Reign you will capture it for yourself.

    Enemy Bases - enemy bases work the same as normal territory, but the base is also destroyed when HP reaches 0.

    Enemy Arks - if you deplete an Ark's HP to 0 it is "routed" and will return to its owner's Castle for repairs. The territory beneath may then be attacked.

    Towers - by depleting a Tower's HP to 0, if you have enough Reign you can capture it and initiate your Conquest Timer.

    STRATEGY TIP: You can't put Stat Points into Siege, so pick monsters with high starting Siege and build dedicated Siege Units to maximize the Siege Damage you can inflict!


  • administrators

    Masters and Vassals

    If you attack an enemy player's Castle and reduce its HP to 0, that player becomes a Vassal of your Alliance, and your Alliance becomes their Master.

    A Vassal's Power is halved and added to the Master Alliance's Dominion Power, and the Master gains the right to capture adjacent territory to the Vassal's territory.

    In addition, Vassals cannot attack their Master's territory, or link territory from their Allies' territory. Masters can no longer attack their Vassals' Units directly, but may station Reinforcements on their territory to deter other enemies.

    A Vassal's allies can free them by reducing their Castle's HP to 0 again once the Protection period is over, so long as they hold adjacent territory to the Castle (don't worry, your Allies can't harm your Units). After 1 week the Vassal becomes able to attack their own Castle to free themselves in the same way. A Master can Reinforce a Vassal's Castle to make this process more difficult if they wish.

    If all Generals and the Alliance Lord of an Alliance are Vassals to the same Master, the rest of the Alliance will automatically become Vassals. This is a special state called "Alliance-wide Vassalage". In this state players can still individually free themselves and each other, but by freeing all Generals and the Alliance Lord all of those Vassals will be freed automatically once again.

    If a Master Alliance is itself made a Vassal, any Vassals it holds are automatically freed.

    STRATEGY TIP: Pay close attention to who owns what territory during Vassalage attempts - on the offense, targeting players with close links to high value targets can pay off big, while on the defense you must be prepared to release key territory if you're at risk!


  • administrators

    Battles

    Battles are where your Monsters are put to the test.

    A Battle has two sides: an "attacker" (the side which initiated the battle), and a "defender". Victory is determined if one side's Troops are completely wiped out.

    START-UP PHASE
    Battles always begin with a Start-up Phase. START-UP Skills are attempted beginning with Commanders (defender first), then each of the Monsters, lowest Speed to highest.

    ROUNDS
    There are 8 Rounds to a battle, and if no winner is decided by the end of the 8th Round, the defender wins by default. In each Round both Commanders will have one turn (defender first), then every Monster will have one Turn, highest Speed to lowest.

    COMMANDER TURNS
    If a Commander has an ACTIVE Skill it will be attempted in this phase of battle. Otherwise, nothing happens.

    MONSTER TURNS
    A Monster's Turn is split into the following phases:

    ABILITY PHASE
    ABILITY Skills are attempted. Only one may activate.

    ACTIVE PHASE
    ACTIVE Skills are attempted. Only one may activate, and if none activate a normal attack will
    be performed instead.

    CLEAR PHASE
    Any expired effects applied to the acting monster are removed. When a skill description says
    an effect lasts "for 3 turns", it means that the effect will be removed in the target monster's
    3rd Clear Phase after the Turn on which it was applied.

    WAVES
    It is possible for multiple defending Units to be fought in a single attack - each one is a "wave". The attacker will heal with any Hospital effect at the end of each battle, but will only lose Stamina once, at the start of the first wave.

    Waves are fought in the following order:

    TERRITORY
    If the target has NPC monsters they are fought first.

    REINFORCEMENTS
    Enemy Reinforcing Units are fought in their order of arrival.

    STATIONED UNITS
    Each "Stationed Unit" is fought in turn. Stationed Units are the Units currently idle in
    the target Ark or Castle. NPC Units inside Towers, Resource Shrines and Ruins
    are all considered Stationed Units. Note that Units in a docked Ark will not fight
    to defend a Castle.

    Your attack will only move on to the next wave if you won the previous wave.

    SIEGE
    Certain targets such as player Castles have HP which can be reduced only after all defending Units are defeated.

    EXP
    After battle, EXP is divided among all participating monsters based on the enemy Troops their side defeated, and the attacking side's Troops are restored by the Hospital effects where applicable.

    STRATEGY TIP: Your monsters will deal less damage to higher Level opponents and more damage to lower Level opponents, and the more Troops you have the more damage you can take and deal. Bear all of that in mind when you deploy attacks!


  • administrators

    Fusion and Skill Research

    There are three ways to make your monsters stronger outside of EXP from battle: Acquire Skill, Fusion and Skill Research.

    ACQUIRE SKILL
    With Acquire Skill you have a chance of transferring a Skill from one monster to another by sacrificing the monster which originally had it. Only Native Skills can be acquired.

    The Skill will replace one of the destination monster's Skills other than its Native Skill, and the two Skills must be the same Type.

    You can use Silver or Gold to initiate Acquire Skill, with a different chance of success for each. If Acquire Skill is unstable you can allow it to fail or attempt it one more time at a higher chance of success with Gold.

    Either way you will gain Souls for sacrificing a monster, which you can donate to your Monument's Summoning phase.

    FUSION
    With Fusion you have a chance of increasing a Skill's Level by sacrificing a duplicate of that monster.

    You can use Silver or Gold to initiate Fusion, with a different chance of success for each. If Fusion is unstable you can allow it to fail or attempt it one more time at a higher chance of success with Gold.

    Either way you will gain Souls for sacrificing a monster, which you can donate to your Monument's Summoning phase.

    SKILL RESEARCH
    You can also increase a Skill's Level by using Skill Research. Skill Research is guaranteed to succeed, but just like other Research tasks, takes time and resources.

    STRATEGY TIP: Increasing the Level of a monster's Native Skill can unlock additional skills and skill slots, making your monster more flexible as well as more powerful!


  • administrators

    Power

    You gain Power by most actions. Completing builds, upgrades, quests and research tasks, amassing and improving your monsters and building up their Troops, and increasing your Conqueror Level all add to your Power. You can see any player's Power on the Profile page, and use it to gauge roughly how strong they are.

    Your Power can decrease if you demolish buildings, sacrifice monsters, demolish or lose bases, or if your Units suffer losses in battle.

    If you are Conquered your Power will be halved, but when freed your Power will return to normal.

    Alliance Power is the sum of all of your Allies' Power plus a value for your Monument (called Combined Power), plus the sum of the Power of your Vassals (called Dominion Power).

    STRATEGY TIP: Conquering other players and Alliances is key to maintaining a high position on the Alliance Power Ranking leaderboard.


  • administrators

    Monuments and Shards

    The Monument is built by your Alliance Lord on a 3x3 area of territory your Alliance owns. It cannot be built if any of the 3x3 territory belongs to a player who is a Vassal, or if the Alliance Lord is a Vassal. Once built it can be advanced by the efforts of you and your Allies. Your goal is to advance it enough that the gods take notice and grant you access to their secrets.

    As your Alliance's Monument advances your Alliance Level increases, allowing more players to join.

    The Monument is advanced across four phases:

    BUILD
    Alliance members must donate Wood, Stone, Iron and Mana to complete the building of the Monument's next Tier.

    SUMMON
    Alliance members must offer the Souls of sacrificed Monsters to summon a fearsome Guardian.

    GUARDIAN
    Alliance members must defeat the Guardian in order to obtain its Guardian Soul.

    TRIBUTE
    When the Alliance has won enough Shards and has enough Guardian Souls, the Alliance Lord will be able to begin construction of the next Tier.

    To win Shards and complete the Tribute phase, your Alliance must conquer Towers and attack other Monuments of an equal of higher Tier.

    STRATEGY TIP: Making players your Vassals will make it easier for you to attack their Monument. But you must also protect your Monument from invaders - otherwise your Alliance could lose Shards.


  • administrators

    Teleportation

    You can teleport your Castle to another location in the Kingdom. Doing so requires the use of an Alliance Teleport or a City Teleport.

    There are several rules governing where and how you can teleport.

    If your Castle is below Level 8, teleportation is instant and the following requirements apply:

    • You are not already teleporting.
    • You are not a Vassal.
    • All your Arks are docked.
    • None of your Units are deployed.
    • Destination is level 1-8 territory.
    • Destination is not adjacent to Water or Lava.
    • Destination does not contain an objective or base.
    • Destination is not owned by another player.
    • Destination is at least 5 squares away from other Castles.
    • No other players are already teleporting to the destination.
    • Destination is on the outskirts of the Kingdom, or less than 5 territories away from allied territory.

    If your Castle is Level 8 or higher, teleportation takes 48 hours and the following requirements apply:

    • You are not already teleporting.
    • You are not a Vassal.
    • All your Arks are docked.
    • None of your Units are deployed.
    • Destination is level 1-8 territory.
    • Destination is not adjacent to Water or Lava.
    • Destination does not contain an objective or base.
    • Destination is at least 5 squares away from other Castles.
    • No other players are already teleporting to the destination.
    • You own the destination territory.

    When teleportation is completed, all of your territory is automatically released.

    STRATEGY TIP: Your Castle can be extremely vulnerable after teleporting, so make sure to capture lots of territory as soon as you can. Perhaps your Allies could capture territory around your destination before your arrival.


Log in to reply
 

Looks like your connection to NodeBB was lost, please wait while we try to reconnect.