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My Lands WiKi: game Walkthrough Tips and Tricks

MY LANDS is a game for android with release date 2.09.2019 from Elyland. Game genre: Strategy. In the article, we have summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek website is constantly updated, visit us more often.

Contents

  1. Your Kingdom
  2. Dungeon Overview
  3. Ruins & Stonehenge Guide
  4. City Guide
  5. Buildings Guide
  6. Combat Missions Walkthrough
  7. A Guide to Non-Combat Missions
  8. Guide to heroes, their recruitment and skills
  9. How is Hero XP calculated?
  10. Spell Guide
  11. Artifact Features
  12. Army Guide
  13. Science Guide
  14. Alchemy Features

My Lands: Your Kingdom

Coordinates. Leaving the city by the button "Exit to the kingdom" you find yourself in the kingdom. At the bottom of the window you see the map of the Empire. You can still see the name and coordinates of your city in the title bar of the window. It is considered the currently selected city, and in the kingdom all actions are carried out in relation to it. That is, "FROM him." The coordinates of the kingdom in the empire are specified by two digits, for example, 36-11.

The third number of the coordinate designates the field in the kingdom. To go to the kingdom with such coordinates, use the navigation elements. The kingdom with your current possession is indicated on the empire map by a red square. The kingdoms with all the rest of your possessions are highlighted in yellow squares (see screenshot). The fields inside the kingdom, on which cities and other possessions are located, also have a number, to see it, click on the button at the top right "Turn off grid".

Terrain bonuses. Each field in the kingdom has its own terrain. Each terrain has certain bonuses or disbonuses:

They can be seen by clicking on any field on the kingdom map and selecting the Terrain Info button.

External possessions. Not all objects on the map are visible to the naked eye. Outside possessions, Ruins and Stonehenge are not visible to you until your explorers find them. The Grail is visible to all players from the moment it appears on the map. Moreover, the researchers will transfer information about the Outer Realms only to you, and other players, until they explore the field and receive a report from their researchers, will remain unaware of the location of the Outer Realms.

Outside possessions are Quarry, Adit, Goldmine, Mine and Salt Lake. The quarry, the adit and the gold mine are located underground, have similar behavior, so they can be united under the common name - mines. The mines are located underground, but they have a lot of free slots on which to build buildings. Salt Lake is a floating island, it has 4 cells for building buildings, and its own villages. The Grail is a magical sphere, it has 4 cells for the construction of buildings, and its own villages.

Robbery. Outside possessions can always be plundered. When an outside property is looted, only 50% of the resources or population is looted. In Shakhty and Kopi, there is an analogue of the city gate - a tunnel. Opens 5 minutes, closes 6 hours. It is impossible to speed up the closure of the tunnel beyond the Black Sea. There is no gate or tunnel in the Salt Lakes and the Grail.

Seizure of ownership. Capturing Outer Realms is possible only after studying the Science of Outer Realms. If defensive buildings have been built in the Outer Domain, they must be destroyed before being captured. Otherwise, the seizure of ownership will not occur. Upon successful seizure of the Outside possession, if there are any buildings in the possession, all buildings of the 1st level and partially of the higher one are destroyed.

Outer Domains and Ruins - can appear on any free fields at any time. Therefore, it makes sense to re-examine the fields!

Refusal of ownership. You can relinquish your ownership from the kingdom ownership menu if the ownership does not have your inbound or outbound missions. In this case, the troops in possession will leave it with the mission Escape to the nearest city.

The escape. The duration of the mission is the same as in a combat mission at fast speed. No bonuses / disbonuses can change the duration of this mission. The squad bonus is not required for the Escape mission. Troops also don’t take gold for salaries from the possession. Therefore, part of the troops, due to a lack of salaries for the duration of the mission, deserts.

Term of ownership. Except for Salt Lake and the Grail, the lifespan of an external possession can be extended by 30 days. Moreover, the price for each subsequent extension of the same external ownership will grow exponentially. The first renewal will cost 200 ZH. The second extension is 400 ChJ. The third extension is 800 ChJ, etc. When a possession collapses, the troops in it follow to the nearest possession or to the Capital with the Escape mission.

Kopi

The mines are located underground, on the terrain Dungeon, like the Mines; but they have free cells on which you can build buildings, like in cities. Some buildings are inaccessible for construction in Kopi, some, on the contrary, can only be built in it.

There are 5 levels of mines. The number of cells in it and the speed of extraction of the Central Building depends on the level of the mine. Each mine has a lifespan ranging from several days to several months. The life of the mine is written inside the Central Building. The mine is destroyed after the expiration of its lifespan, along with all the resources and buildings in it.

The troops of the players in the mine, at the moment of destruction, leave it with the mission Escape to the player’s nearest city. There is a "Tunnel" in the mine - this is an analogue of the city gates, including automatic opening after 7 days from the last login, except that the buildings in the mine are not damaged due to the closed tunnel after 3 days. they are not behind the wall. The tunnel opens 5 minutes, closes 6 hours.

The player can abandon the mine by pressing a button in the kingdom similar to the button for deleting a city. See deleting a city. If you order troops in the mine for construction and refuse it, then the completed troops will remain there. The central building of the mine extracts one random resource from those generated in this mine.

Mines

Buildings cannot be built in the mines. They initially only have the Central Building and the Abandoned Merchants Guild. To export resources from the Mines, you need to build a merchant in the Abandoned Merchants Guild. And if you need more merchants, then improve this building by as many levels as you need, but no more than 7.

There is also a "Tunnel" in the Mines - this is an analogue of the city gates, including automatic opening after 7 days from the last login, except that the buildings in the mine are not damaged due to the closed tunnel after 3 days, because they are not behind the wall. The tunnel opens 5 minutes, closes 6 hours. Types of mines:

Salt Lake

Outside possession, in which the Central Building obtains a special resource - Black Pearls. The lakes have a limited life span, information about which can be seen inside the Central Building, or on the building itself.

There is no gate or tunnel in Salt Lake, so the property can be attacked at any time. In the possession there are 4 cells on the flying island, where you can build Protective and other buildings. You can also build up villages like in a city.

Grail

Outside possession, in which the Central Building obtains a special resource - Black Pearl. The production rate is 200 CJ per hour. The Grail is created in a random place on the map and is visible to all players without the need for research. It changes its location in random order once a day, at 20:00 server time. Like other external domains, the Grail has a limited lifespan, information about which is displayed inside the Central Building or on the building itself.

There is no gate or tunnel in the Grail, so the property can be attacked at any time. In the possession there are 4 cells on which you can erect Protective and other buildings. You can also build up villages, as in the city. However, when the Grail is moved, the buildings in it and its villages are destroyed, and the missions that are in support of the mission return to their possessions. When moving, the Grail becomes neutral, troops from the garrison return with the Escape mission to the nearest player’s possession.

My Lands: Dungeon Overview

Entrance to the Dungeon. The game world is divided into two levels - ground and underground. Each cell of the Dungeon duplicates every cell of the land Kingdom, and also has the same coordinates, marked with #, for example, Kingdom 36-12 will correspond to Dungeon 36-12 #. While in the Kingdom, click on the navigation button. You are immediately taken to the Dungeon. You can return to the Kingdom using the same button.

Underground possessions. In the Underground, you can find both external and underground possessions - Baraki. Outside possessions can be found both when exploring the Kingdom and when exploring the Dungeon and will be visible on both cells. The barracks can only be found when exploring the Dungeon. To send researchers to the Dungeon, open the Expeditionary Force and check the Dungeons box next to the coordinates of the cell.

You cannot send a mission from other cities. Underground missions can only be sent through the Mine, Mine or Capital. Therefore, when you try to send a researcher to the Dungeons from the wrong possession, you will see a notification. In the Dungeon there is a penalty for the duration of all underground missions - plus 25%. In the case of sending underground missions from the Capital, an additional penalty for the duration of the missions will apply - plus 15 minutes. You can temporarily remove the "+ 25%" penalty using the Tournament Service.

Barracks. The barracks are the Underground Realms. They are initially hidden and can be discovered by researchers. The barrack appears neutral, the building race is the Knights. Upon seizure of ownership, the race of buildings inside the Barracks changes to the race of the new owner. The lifetime of possession is 14-18 days. To seize the possession of Barak, you need to study the science of "Underground possessions". Barracks can be captured, robbed, slaves and buildings destroyed. There are 43 cells in the Barak, of which from 8 to 18 cells will be built up with Level 7 Battle buildings, which cannot be damaged or destroyed. On the remaining cells, buildings can be built the same as in the Mines, except for the Battle buildings, the Clan Warehouse and the Clan Reservation.

There are 8 types of Barracks. The type of Barak is determined by the specialization of one of the types of units, for example, Mercenaries. On the Dungeon map - this can be seen by the unit icon in the property picture. There is an army in the Barak Garrison, the composition of which depends on the type of Battle Buildings in this holding. The army defending Barak is a neutral race, not a monster. Initially, for a neutral race in possession, the "Troops in possession do not consume salary" parameter is active, which disappears after the first seizure of the possession.

Inside the possession, in the Central Building tooltip, the parameters of the possession are described that affect one specific type of unit. The first 3 parameters work within this domain, the next 3 work globally in all domains, including the current one (like Ancient Magic), reducing the basic parameters of unit training (cost in resources, training time, population). Parameters from several Barracks are summed up.

Tomb. A tomb is a special type of monster possession that contains magical Recipes. These possessions appear in the Dungeon in no particular order and can only be found by the Overlords with the help of explorers. In the garrison of the possession there is an army of monsters, led by a monster hero. At the moment a new Tomb appears in the bag of its hero, one of the many possible recipes is randomly generated.

Upon a successful attack on the Tomb, the initiator of the mission takes the recipe if he has studied the science of Alchemy of the third level and there is at least one free slot in the hero’s bag. The Tomb has a lifespan of 72 hours or until destruction. At the moment of sending an attack on the Tomb, armies with heroes from the nearby Tombs can come to her aid. At the same time, the garrison in the possession from which the help came out remains unchanged. The number of outgoing aids in the Tomb is not limited, the number of incoming help is no more than two.

My Lands: Ruins & Stonehenge Guide

Ruin. Ruins are the domain of the Monsters. There can be from 1 to 7 ruins in a kingdom, plus 1 archiruin. You can loot resources and Black Pearls from the ruins. The number of blackjack in the ruins depends on the payments of the players on this server. Ruins with 0 CJ can sometimes appear. The ability to attack the ruins is determined by your rank and the rank (level) of the ruin. Some of the monsters can periodically attack the cities of players in their kingdom. The same city cannot be attacked by the same ruin more often than once a day. For servers like Faction War - no more than twice a day. Monsters choose a target to attack:

The lifespan of Level 1-3 Ruins on combat and mining servers is from 10 to 15 days, on Faction War type servers from 10 to 30 days, the lifespan of Levels 4-7 Ruins is from 10 to 30 days on all servers. The ruin also collapses after successfully attacking it. And almost immediately a new one appears on the map. If the monsters went on the attack, returned, and their ruin disappeared, and a new one appeared in its place, then the monsters dissolve in the same way as if the ruins were not there, and will not enter the new ruin.

If a player attacks a ruin, but the ruin disappears and a new one appears in its place, then the battle will not take place. If, at the same time, the player receives a report on the discovery of a new ruin before the arrival of the troops, the battle will take place subject to the rules of the code of honor.

Aggressive ruins. In some ruins, a monster hero stands in defense of the property. In such ruins, the initial number of monsters defending a possession differs from the number in ordinary ruins of the same level. These ruins are Aggressive. Visually, such possessions on the kingdom map are highlighted in red. Ruins of levels 5, 6 and 7 can be aggressive on Mining servers, Economic servers, Tactical servers and Heroic servers, on Battle servers and on servers such as Faction War - levels 4, 5, 6 and Resident Evil.

Hero-monsters go out with troops-monsters to attack, if at the time of the release of the monsters the hero was in ruins and was not stunned. The hero of monsters can get into your Dungeon according to the usual rules. Monsters can redeem their hero within 3-30 days, even if his native ruin no longer exists. At any time, you can release the monster hero from your Dungeon. If the ruins are no longer there when the hero returns to the field where the ruin was, then the hero disappears.

Stonehenge. Stonehenge is a special type of monster possession in which magical Runes are hidden. These realms appear on the world map in an arbitrary order and can only be found by the Suzerains with the help of explorers.

In the garrison of the possession there is an army of monsters, led by a monster hero. At the moment a new Stonehenge appears, one of 9 possible runes is randomly generated in his hero’s bag. Upon a successful attack on Stonehenge, the initiator of the mission takes the rune if he has studied the science of Alchemy of the second level and there is at least one free slot in the hero’s bag.

Stonehenge has a lifespan of 72 hours or until destruction. At the moment of sending an attack on Stonehenge, armies with heroes from nearby Stonehenge can come to his aid. At the same time, the garrison in the possession from which the help came out remains unchanged. The number of outgoing helpers at Stonehenge is not limited, the number of incoming help is no more than two.

My Lands: City Guide

The first city. Your first city is the Capital. The first city can be developed to the maximum of the existing levels - the fifth. In any city there are 4 villages in which you can also build buildings. Cities cannot be captured, unlike the Outer Realms, which are recaptured.

Capital. The capital, unlike other cities, always has 51 slots for buildings. The capital cannot be deleted. All quest rewards come to her. There are certain buildings that are only built in the Capital. The status of the Capital can be transferred by studying the science "Transfer of Capital". The coordinates of the Capital of any player can be seen by selecting his name in the Ranking Window.

City navigation. Further, as science develops, 7 more cities can be founded. Their size will depend on the field to which you send the settler. Therefore, when choosing a location for a new city, explore the fields in the kingdoms. At the top of the window you see the name and coordinates of your property. While in one of your possessions, you can move to another by selecting it from the drop-down list.

City level. In any new city, there are 22 cells first. As the City Hall building improves, the number of cells inside the city wall increases. But no more than the Maximum number of cells for the field on which the city is built (except for the Capital). Therefore, to found a city of a higher level, it is necessary to first investigate the fields for the settlement and see what level the city can be based on this field.

The maximum number of cells in a city can also be increased using the "City Expansion" science. But expansion is possible up to a maximum of 43 slots, regardless of the maximum level of the Central Building. The level of the Central Building does not change after science increases the number of cells in the city.

Teleportation of the city. You can teleport your city together with the buildings in the villages to the specified coordinates. To do this, click on an empty cell of the kingdom, in the appeared radial menu, select the appropriate button. At the same time, the target cell should not have common villages with other cities / holdings. The cost of the service is 99 ZH. In case of unsuccessful attempts to transfer, the BL is also removed, therefore, before making a teleportation, examine this cell.

Teleportation becomes available only after studying the science of Earth management. When teleporting, the number of cells in the city and its level remain the same, the terrain of the city changes to a new one. If, when transferring a city, mining buildings fall on cells with inappropriate resources, then such buildings will be destroyed after a warning in the dialog box. The city is transferred instantly.

You cannot move the city if there are less than 6 hours left before the incoming attack or you have your own incoming / outgoing missions. When teleporting, all support in the city is canceled, including the support of the Ancients. If the gates in the transferred city are open, then during the transfer they instantly close. The first time after the teleportation of the city, the gates open longer, then according to standard timers. On servers like Faction War, the city cannot be moved.

Deleting a city. The player can delete any of his cities, except for the Capital. When deleting a city, all buildings and resources located in the city, after a confirmation dialogue, will also be deleted. The troops in the city will leave when the city is removed with the Escape to the nearest city mission.

Settlements

In any city there are 4 villages, in which you can also build buildings, when you develop the Central Building to the maximum level, open the gate and study the science of Villages. In villages, mining buildings work 30% faster (village bonus) than those built inside the city wall. But the settlements, besides you, are claimed by your closest neighbors in the kingdom. If the cities are located in different kingdoms, then their villages do not overlap. Example: In the figure, the city in cell 14 (777) shares settlements with the city in cell 6 (Novaya Rudnya) The city in cell 14 (777) shares the rest of the settlements with cells 4,5,6,13,15,22,23,24 ...

If someone has built a building in a common village, then this building will be displayed in red in neighboring cities for which this village is common. Example: Buildings of the city from cell 6 (New Ore) are shown in red in the city from cell 14 (777).

This will not prevent you from building a building in this village on a free cell. At the same time, your buildings will also be displayed in red at your neighbor.

Buildings in townships can be destroyed using the Demolish Buildings in Townships mission. Buildings inside the city wall cannot be destroyed.

My Lands: Buildings Guide

On the cells of cities, towns and other possessions, it is possible to build, improve, remove buildings, and also repair if the building was damaged during an attack. Construction, improvement and repair of buildings is carried out for resources and time with the help of the population, who become workers during construction. The less the building is filled with workers, the longer it will take to build / improve / repair the building.

With bonuses and disbonuses, for example, for scrolls, the time of construction, improvement and repair can be reduced by no more than 80%. You can increase it indefinitely. When a building is completed, builders move to another building under construction or improvement, if there is something to build / improve. The buildings of each race have a different appearance. Below are the buildings of the race of Knights, Elves, Demons and Dark Elves (Drow).

Central building. There is a central building in any city initially. The level of the Central building determines the level of the city (the number of cells in the city) and the availability of Villages.

Inside the Central Building, you can:

With the help of Ancient Magic, change the architecture of the Central Building, for each city separately. If after changing the structure you want to choose a different type of the Central Building, you will need to use Ancient Magic again. An exception is the standard building view, which is free.

Goal. The gates are used to protect the city. To open the gate for the first time, you must study the science of "Gate". The gate opens for 5 minutes and closes for 6 hours. Click on the gate to open or close it. After opening the gate, you can send combat missions, found new cities and develop villages, but you can also be attacked. Using Ancient Magic, you can close the gate in 30 minutes. But, if the city is under attack, you cannot use Ancient magic in it to close the gate.

Closed gates and Villages. After the gates are closed, workers and construction workers leave the buildings in the villages to hide behind the city wall. Buildings without proper maintenance begin to deteriorate, and after 4 days, the first wave of spontaneous destruction of buildings in villages occurs at a random amount - from damage of level 1 to the destruction of a building. After another 4 days, if the Mutiny has not occurred, there is a repeated wave of destruction of buildings.

Fortifications. Kills a number of enemy troops before the battle. The distribution of the dead is proportional to the number in the group, without analysis of their strength and level (except for mercenaries). Also grants a bonus to Garrison defense. To the slots of Help - does not.

Towers. Towers are common and magical. In total, 2 towers of any type can be built in the city. The Simple Tower has its own attack. While you have few troops, it is better to build a simple tower. Enemy magicians can reduce the attack of your usual tower up to its complete shutdown, depending on their number. The towers strike every round, and if the garrison holds out for at least a couple of rounds, they can be a good defense.

Magic towers do not inflict damage in battle, they add attack to the defender’s troops, so they are indispensable for a large garrison. the magic tower takes power from the garrison, adding its attack to the attack of the troops. A magic tower is useless without troops. Average attack is calculated as (min garrison attack + max garrison attack) / 2. The average attack is taken in consideration of the attack modifiers from the terrain.

Mining buildings. Mining buildings are characterized by the need to have workers or scientists inside the building. These include:

Municipal buildings. These include:

Battle buildings. In combat buildings, you can train combat units for combat missions. These include:

You can delete your buildings if necessary. To do this, click on the building and in the upper right corner, click the Demolish button.

If the cells on which the building stood become inaccessible to the player (for example, when transferring the Capital), then the buildings are deleted automatically. In both cases, workers and builders from these buildings do not die, but go to free ones. If the buildings were destroyed by the enemy, see Combat missions, then they die.

Special buildings. Special buildings can be used to train special units for non-combat missions. These include:

My Lands: Combat Missions Walkthrough

Protection of the ancients. Before sending Combat missions to the enemy’s Capital, check if there is a "Protection of the Ancients" icon near his city - a small shield to the right of the city. This shield means that the player in this city has help from the Ancients, a very large army of monsters, designed to protect newcomers to the game. It is better not to attack such cities. Each player can receive the Protection of the Ancients for a while as a quest reward.

To complete the very first quest with the Protection of the Ancients reward, you need to open the city gates. Keep in mind that after receiving the reward, the troops of the Ancients will need 3 hours to reach your city. On the server Faction War - 15 minutes. On combat servers and servers like Faction War, the ancients are in your support slots for 14 days, and on mining, economic, tactical and hero slots - for 60 days. If the player has not entered the game for more than 8 days, the ancients leave earlier.

Sending a combat mission. Combat missions are sent from the kingdom, by clicking on the possession in the kingdom. After sending a mission, its movement can be seen by the Mission button. To see the composition of the army - click on the type of mission (for example, on the word "Robbery"). If you are under attack, a red warning icon will appear next to the mission button (this is impossible when the gate is closed).

Mission revocation. Combat missions can be recalled before they get too close to the target. To withdraw - open the mission line by clicking on it. And in the opened window, click the "Cancel mission" button. The ability to recall a mission a minute before arriving at the target is blocked.

Attack limit. During the day, no more than 2 attacks can be made per possession. A joint attack by troops from different cities of the same player is considered 1 attack. During the day, you can make up to 30 successful attacks on the Ruins. Exception: Action of a quest reward that removes the restrictions on attacks from Ruins of lower levels. During the duration of this reward, the limit of 30 ruins does not apply and destroyed ruins in the limit are not counted.

Rest of the troops. After the troops have moved from possession to possession, or returned from a mission, they need a minute to rest from movement. During this minute, they cannot move to a new mission or hideout. But this does not prevent them from joining the battle.

Prize to the squad. The slower you select the travel speed, the cheaper the mission will cost. When sending a mission, the squad’s bonus is equal to the squad’s salary with a coefficient depending on the slowdown during the round trip. The duration of the mission can be reduced or increased by bonuses or disbonuses. The minimum mission duration is 15 minutes in one direction (7.5 for missions between own / allied possessions) or no less than 25% of the base travel time. Which limit comes first - that one is applied.

Player title. The player’s rank can be seen by clicking on the Info button in the city menu on the kingdom map or in the rating. Players with a lower rank can attack player cities and the possessions of monsters (Ruins) with a higher rank. On a mining, economic, tactical or hero server, you cannot attack the cities of players and the ruins of monsters with a rank lower than yours. On the battle server, you can also attack the cities of players and the ruins of monsters with a rank one lower than yours. The same rule applies to the "War of Factions" server before the onset of the Apocalypse.

The Revenge function is available in the game. If your city was attacked by a player with a lower rank, then you have a one-time opportunity to take revenge from the moment you attack yourself by attacking any city of the attacker within 24 hours.

The Outer Realms and Camp are not subject to the rank rule. A player of any rank can attack the Outer Realms and Camps of any level. When a player reaches a certain rank, a temporary spell "Pity" is applied to the player’s capital.

On mining, economic, tactical and hero servers - upon reaching the overlord. On the battlefield - Marshal. No factions are issued during the War.

Rank system. Reflected in the table:

Attacking the cities of players and monsters. When attacking a city or Ruin, the correspondence of the player’s rank and ownership is checked only when the attack is sent. Changing the player’s rank after sending an attack does not affect the robbery result in any way. Units that have joined this mission from other realms, even after the change in rank, act according to the rules that applied to the initiating mission.

Ruin attack. It may be an option when the ruin attacks a player of no rank. Monsters choose a victim and check the player’s rank at the time of planning their attack. After planning the attack and before the monsters leave the ruin, some time passes - the player’s rank may have time to change.

Fractions. There are two factions - Dark and Light, as well as the concept of Apostate, when a player loses the support of his faction. Light Elves and Knights are supporters of the Light faction. Dark Elves and Demons are supporters of the Dark faction.

Monsters do not belong to any faction, they cannot receive a faction rating under any circumstances.

Attack bonuses / disbonuses by race / faction. When attacking the possession of your faction, the attacking troops will be removed -25% of the attack. When attacking the possession of your race, the attacking troops are removed -50% of the attack.

Apostate. When attacking any possession (including external) of a player of his race, the attacker becomes a renegade for 7 days. The player becomes a renegade at the time of the battle. All possessions of this player are signed in red in the kingdom. An apostate can be attacked by players of his own race / faction without attack disbonuses by race / faction. The racial bonus of defending the native land does not work if the player is a renegade.

You can instantly stop being a renegade with the help of the ancient magic of the Black Pearl. To do this, click on your possession in the kingdom and select the "Improve reputation" button. The window that opens will show the cost of the sacrament and payment options.

Rating. For victories of players of one faction over players of another, there is a separate rating "Faction Loyalty". Faction loyalty is the cost of killed units in gold equivalent for players from the enemy faction (dark or light) or renegades from any faction. Faction points are only awarded to attacking players. Defenders are not counted. The number of units killed is calculated after the round of resurrection in battle. That is, if the enemy resurrected 100% of his troops, then the attacker will not receive faction rating points.

When attacking a possession where another faction is in support, the supporting faction is not counted for the attacking side, that is, it is considered that the attack is against the owning faction. Support monsters do not affect the change in faction rating. If the attack was joint, then points are awarded in accordance with the number of attacks of the army at the beginning of the battle. An example of determining bonuses and faction rating for the Demons race.

How to join a joint attack (CA)? A joint attack (SA) can be joined by 1 ally or 1 clan member, while both you and he can join troops from any number of their possessions. You can invite either all clan members or all allies, but only one person can join the attack. When invited to join a joint attack, external ownership does not become visible to the invitees. There is a separate interface for sharing ownership (the button in the menu on the ownership - "Report ownership"). If you want to report ownership to several players, then list their logins separated by commas or spaces.

How to send a CA? You and your clanmate (ally) determine who will initiate the mission. Usually this is the player who is farthest from the target so that the clan member (ally) can join. If at the same distance, then the initiator sends at a slow speed, and the joining one - at a fast one. The initiator of the mission opens the "Attack" mission sending window, selects troops, mission type, speed, as usual. Plus sets the parameter "Invite to the mission" "Soklavnovtsy" (or "Allies"):

After that, the clan member (or ally) also opens the mission sending window and selects "Join" and the name of the initiator from the list. If there are several missions in the list, then at the top will be sent earlier, at the bottom - later:

Missions from your other domains are joined in a similar way to picture (b). All troops participating in the SA will arrive at the target at the same time to participate in the battle. The return time for each mission will be different based on the speed of each mission and the distance from the home domain.

How to send SA only from your squads? In order to send an attack on any possession from several of your possessions, it is not necessary to invite allies or clan members. You can always add troops from another possession to your squads, if they have time. For this:

Help. In joint defense, 3 players can participate together with the owner of the property. To send help, allies or clanmates select on the map the possession of the player to whom they are sending help, and initiate the "Help" mission. Thus, they can send troops from any number of their holdings. In time, each mission will come according to its distance to the possession - the goal. For each squad, you can set its own time for how long to leave the troops in possession.

Ranks. The availability of the target of the attack by rank is checked separately for the initiator, separately for the one who joined, therefore, when planning an attack, choose allies of the corresponding ranks.

Resource sharing. Resources and CJ are divided exactly in half. If someone does not have enough capacity for the carriers for their half of the resources, they burn out. If there are 5 ZH, then 3 will be taken by the initiator of the attack, 2 - by the one who joined.

Mission recall. Rule: if the initiator of a joint attack recalls ALL of his units from this joint mission, then all attached units are automatically withdrawn. But if at least one unit of the initiator is in the joint mission, it continues its campaign.

Help. Mission Help Allows you to move troops to the city of an ally or clan member. The mission is initiated from the kingdom map menu when you click on an allied or clan ownership.

The speed of the Help mission is twice as fast as the attack missions. Troops take gold with them for the entire duration of the mission, so being in someone else’s possession does not change the gold consumption of that possession. The slower you select the travel speed, the cheaper the mission will cost. When sending a mission, you also choose - for how long to leave the support troops with the player. The longer the period for which you want to leave the troops, the more gold you need to send the mission.

The mission "Support" by the initiator of the mission or the one to whom the mission is going can be recalled at any time (even a minute before arrival), both when the troops are on the way, and when they are in the slots of support. If the gate / tunnel in the possession in which the help is located is closed, then the mission cannot be canceled. Troops do not rest after moving to their destination.

The battle. Each unit has three main parameters - attack, health and defense. In battle, attacking the attacker reduces the health of the enemy. The third parameter is protection, which slightly reduces damage. For example: If my units have a defense of 10, then they will receive 10% less damage. If the defense is 20, then they will receive 20% less damage. If the defense is 50, then 2 times less damage.

Before the start of the battle, a round of "Fortifications" occurs. In this round, Defender Fortifications kill a certain number of troops. The distribution of the dead is proportional to the number of units in the group, without analysis of their strength and level (except mercenaries). Further, the process of combat interaction begins, where the number and parameters of units on each side, as well as the presence of Pursuing Victims in battle, are taken into account. Attack distribution algorithm:

Residual damage (for example, if a group of warriors did not have enough health to take the entire attack) is distributed to other groups of units in proportion to the new number of remaining ones.

Winner. The winner is the one who did not reach the loss limit when the loss limit was reached on the part of another player. If in one round both players have reached the loss limit, then the defender wins. The maximum number of rounds in a battle is 20. If the attacking army has not won in 20 rounds, it is awarded a defeat: "Your troops are tired of a long battle."

Resurrection. At the end of the battle, a round of Resurrection occurs. The surviving healers after the battle resurrect the dead troops, first of all from their units, then from the units of the ally. The process starts from left to right and is carried out one by one from each group. That is, first one porter, then one warrior, etc. After the resurrection of one magician, one carrier is resurrected again, etc. Resurrected healers no longer resurrect anyone in the current battle. If 10 soldiers and 100 carriers died in battle, and 20 can be resurrected, then 10 carriers and 10 soldiers will be resurrected.

My Lands: A Guide to Non-Combat Missions

Espionage. The Espionage mission allows you to see the enemy’s possession. The mission is initiated from the kingdom map menu when you click on someone else’s property. To send a mission you need:

You choose the number of Spies to send. In the dispatch ownership selection combo box, you can select any of your dispatch ownership. "Espionage" is not a mission in the full sense of the word, does not appear in the list of missions and does not fall under the limit on the number of missions. The action takes place instantly. During espionage, a battle takes place between your spies and the enemy’s anti-spies.

Study. Explorers travel to empty fields in the kingdom in order to discover the Ruins, Outer Domains on the field, or select a suitable field for the founding of a new city - the Survey of the Surroundings mission. Explorers can only find ruins of all lower ranks, their own rank and one higher. Level 7 ruins are discovered by researchers of players of all ranks. To send a mission you need:

In messages you receive a report from each researcher. If this is a report on an empty field, then buildings in villages will not be visible in the report of researchers if they were built up from objects in nearby fields. Use sending spies to nearby fields to obtain this information.

Researchers can die while completing their mission, and you will not receive information about the field. The chance of death depends on the speed of the researcher’s movement. It ranges from 2% to 10%. The slower the movement speed you choose when sending, the less chance of death of the researcher. The chance of death is calculated at the time of sending the research mission. If you detect any object on the field once, you continue to see it until it disappears. Other players do not see this property until they have explored it themselves, or you inform them of the location of the property through the property menu on the kingdom map.

If any external possession or ruin appears on the explored fields after exploration, you will not see it until you explore the field again. Therefore, it is necessary to periodically re-examine the fields. The age of field exploration can be seen in the kingdom by turning on the grid.

Foundation of the city. The settlers travel to empty fields in the kingdom on the Colonization mission in order to found a new city.

To send a mission you need:

The speed of sending the Colonization mission depends on the amount of starting resources, which will be a bonus when the city is founded. The lower the speed, the more starting resources. If the field to which the settler is sent is unsuitable for founding a city, or there is any object that you have not explored (External possession or ruin), the Colonizer will return with a mission failure.

It can be resubmitted to another field. That is why it is recommended to Explore the field in the kingdom before settling. When choosing a terrain to settle, consider the bonuses of the terrain. The name of the new city can be given when entering the city for the first time or inside the Central Building.

Observation. The Observation Mission allows you to observe the movements of alien units (take a snapshot of the possession mission window). The mission is initiated from the kingdom map menu when you click on someone else’s property.

To send a mission you need:

You choose the number of Seers to send. In the dispatch ownership selection combo box, you can select any of your dispatch ownership. "Observation" is not a mission in the full sense of the word, it is not displayed in the mission list and is not subject to the limit on the number of missions. The action takes place instantly. When observed, a battle occurs between the player’s visionaries and the enemy’s mirrors.

If you have more seers than the enemy has mirrors, then you get the opportunity to view a copy of the player’s missions window with missions only relative to the observed possession at the moment. Further, each mirror has a 30% chance to kill 1 seer. Each seer has a 1% chance to kill 1 mirror. The observation report can be saved to messages.

Moving resources. The Resource Movement mission allows you to transport resources between your cities. The mission is initiated from the kingdom map menu when you click on a city that is not your current one.

The slower you select the transport speed, the cheaper the mission will cost. To send a mission you need:

The Resource Transfer mission cannot be revoked. Merchants have a 3% chance of dying after transporting resources. In this case, the cargo will be delivered safe and sound.

Moving troops. Mission Move Troops allows you to move troops between your cities. The mission is initiated from the kingdom map menu when you click on a city that is not your current one.

Troop Movement mission speed is twice as fast as attack missions. Mission "Troop Movement" can be recalled as long as the troops are not too close to their destination. No revocation is possible one minute before arrival at the destination. The slower you select the travel speed, the cheaper the mission will cost. Upon arriving in a new city, the troops begin to consume salaries from the new city. After moving to the destination, the troops rest for 1 minute, as in the combat mission. Moving troops into the possession of an ally or clan member is called Help.

My Lands: Guide to heroes, their recruitment and skills

How do you hire heroes? In order to hire a hero in the Tavern, you need:

You cannot hire a hero in a property that is under siege. If the player had a hero and became a rank lower than the Captain, then the hero will not obey the player until the player becomes the Captain. At the same time, the hero behaves like a dazed one. To see the characteristics of the hero, his artifacts and scrolls, his skills and spells - you need to click on the portrait of the hero. A player can have a maximum of 7 heroes:

Classes of heroes. Each hero belongs to one of four classes: commander, mayor, wizard, strategist. The hero class defines three basic skills located at the top of the hero skills window:

In each class, the heroes have five branches of skills (specialties) to study. The first is determined by the primary specialty of the hero: paladin, peacemaker, saboteur, scout, warrior.

General characteristics. Each hero, female or male, has:

Mana. Mana is needed to cast spells. It recovers over time. It can also be refilled with bottles of mana. Mana is not restored from the dazed hero and the hero in the shelter.

Hero skills. A new level 1 hero has three basic skills learned up to level 1. As the hero grows, 2 skills for each level become available to him for distribution, and the player can choose which skills to learn further. Skills cannot be learned under attack. Hero skills are of two types:

If the hero leaves the possession, then the passive skill ends its effect. The bearer of the influence of a passive skill can be his own hero or the possession in which the hero is located. Skills do not work for a dazed hero.

For the "Capture Souls" skill to work, there must be enough porters for the captives.

My Lands: How is Hero XP calculated?

Hero experience. The level of the hero depends on experience and is limited by science. After reaching the maximum level, experience stops growing. The hero gains experience from killed enemy troops. The hero’s experience depends on the cost of killed enemy units during the battle. The number of killed is counted after the round of resurrection. If the formula gives a fractional number, then only the whole part is taken. If several players participate in the battle on one side, then the experience is divided in proportion to the cost of the troops in the armies of the players at the beginning of the battle.

The cost of troops is calculated at the average market rate. If the player’s troops participate in a battle without their hero, then the part of the experience due to him is burned out. If the attacking hero enters the battle without his troops, then he will lose, even if the defender has no troops. Since the hero does not have the "Attack" parameter. If a dazed hero enters the battle, he does not gain experience.

The hero’s experience can be replenished with bottles of "Elixir of experience" (sold at a merchant for resources). If the hero has reached the maximum mana value or the maximum level, then the replenishment spells cannot be applied. If the hero does not reach the mana limit, and, for example, 20 mana is not enough to the limit, and the characteristic of the bottle allows you to replenish the supply by 400, then the bottle will replenish the supply by 20.

Counting experience for troops. It is considered as follows:

When the attacker is defeated, the hero’s experience = the cost of the enemy’s army in gold * 0.000005. When a player is defeated in defense, the hero’s experience = the cost of the killed enemy army in gold * 0.000003. Example: on a combat server, in an attack with a hero, Player 1 killed 10,000 level 1 mercenaries of Player 2 (cost of 1 mercenary = 75 gold). The experience of the hero of Player 1 = 75 * 10,000 * 0.0005 = 375. The calculations are given without taking into account the experience modifiers from scrolls and artifacts.

Counting experience for monsters. For the destruction of a newly appeared ruin, on average, the player will receive experience:

If the number of monsters has increased in the ruin, then the experience will be more proportional to the increasing number of monsters.

Calculation of experience for monsters of clan castles. It is considered as follows:

Keep in mind that the cost of monsters in clan castles differs from the cost of ordinary monsters.

My Lands: Spell Guide

Spells tab. There are 2 ways to get to the spells tab:

How do spells get into the spells tab? Spells give scrolls and active skills:

How to cast a spell? There are two ways:

If the same spell is cast twice, the cast spells of the same level do not stack. They are replaced by the same or higher level. A lower level is not created. Simultaneous casting of spells can be in combat. The same spells of several allies in attack or defense that affect the enemy or ally are summed up. Spells - infections are replaced by the same or higher level of the spell - infection.

Who is not affected / who cannot use? Spells do not affect units and heroes located in the shelter. The hero cannot cast spells if he is located behind a closed gate / tunnel and cannot become the recipient of someone else’s spell. The hero is not able to cast spells during a mission, including being in the possession of an ally with the "Help" mission.

Description of the spell. If Radius is not written in the spell description, then Radius = Current Kingdom. Example: the hero has the "Explorer’s Eye" skill, which makes it possible to cast a spell. This refers to the kingdom in which the hero is. That is, "Instant exploration of the selected field in the current kingdom."

If the bearer of the spell = Hero, then for the spell to take effect, the hero must be garrisoned on the domain on which the spell is being cast.

Spell parameters. These include:

After casting a spell on a city / hero with a validity period, for this duration, the icon of the Imposed spell appears on the city / hero. If the spell is cast on a player, the icon will appear at the bottom of the city.

The purpose of the overlay (impact). The effect of spells can be instant or long-term. The bearer of the effect of the spell can be your / alien / allied (clan) hero, your / alien / allied (clan) possession (further, allied means the clan). The spell may not affect the spell wearer. For example, the bearer of a spell is his possession, where enemy troops come, who are affected by the spell. Spells do not work for a dazed hero.

Types of spells. Spells are:

Spells with an effect that causes part of the enemy troops to retreat ("Wild Terror", "Horror" and "Pity") do not stack when used at the same time. The greatest effect is selected. Scrolls and artifacts that reduce the attack of troops, including reducing the attack of pursuers. In spell descriptions, "all troops" means "all troop types", not "all players’ troops."

Scrolls. Give spells to use. Each scroll contains one spell. Spells from the scrolls in the hero’s bag appear in the hero’s spells tab. Scrolls are of 5 levels. They differ in the appearance of the scroll.

A scroll of any level can be used by a hero of any level. Mana is not consumed when casting a spell from a scroll.

Imposed spells. Long-acting spells cast by someone’s hero are displayed on the wearer with icons of cast spells, similar to the spell in the spells tab.

Instants from the spell tab do not create cast icons. When spying, the spell icons on the bearer’s possession are shown at 1st level of access. On the hero-carrier, they are shown when gaining access to the hero’s doll through espionage or seers. If the spell cast on the hero affects possession, then while the hero is in the mission, it will not work.

Spell preparation. All spells that appear in the spells tab from skills have a preparation time after it is used. After casting a spell in the spells tab, the picture of this spell becomes inactive, and a countdown timer is displayed on it in a pop-up window until the spell preparation time expires.

How do I get the scrolls? Methods:

Some scrolls contain infection spells. The spell is cast on oneself and acts only when attacking another player (does not work in defense and support). While this spell is in effect, if the attacking player wins, another spell, also described in the scroll, is triggered.

Scrolls, the name of which begins with the word Curse, can be remotely cast on the enemy’s possession. They act on the enemy and give him a certain disbonus.

Stunned. If the hero loses the battle, then he becomes "Dazed", even if he has troops left with him. At the same time, his portrait turns red and a skull is shown on it. The hero will not participate in subsequent battles until the daze has passed. If the hero won the battle, but the mission failed for another reason (for example, the mission "capture of external possession", and defenses were in the possession) - the hero will not be stunned.

If the hero in the support loses the battle, then he remains "Dazed" in the possession of the support. He will return along with all the troops when returning the mission. The stunned hero behaves like in a shelter, but the artifacts on the hero’s doll cannot be dragged. The dazed hero remains in the garrison until he is manually moved to the shelter and in support until the mission is canceled or the end of the mission time, even if all his troops have been killed.

A dazed hero cannot be sent on a mission. Passive skills and spells do not work for a dazed hero.
His mana is not restored.

My Lands: Artifact Features

Features and limitations. There are two types of artifacts - standard and ancient. Standard artifacts can be converted to ancient artifacts in the same way as artifacts are upgraded. Artifacts work when dressed on a hero doll. Besides:

Artifacts affect specials. units and buildings only in those possessions where the hero is with these artifacts.

How do I get artifacts? Artifacts appear in the ruins when the ruins are looted. The chance for an artifact to appear in the ruin depends on the level of the ruin. A maximum of 1 artifact spawns in one ruin. When attacking several players, a chance of 1 on all heroes and an artifact when dropped goes to a random hero. The artifact can be robbed from the ruin by the player only if there was a hero of any level in the mission. Also, artifacts can be bought from a merchant and received as a reward for winning a tournament and as a reward for some quests.

Kits. Artifacts are collected in kits. One and the same artifact cannot be in several sets. Each set has a level, and consists of certain artifacts of that level. A set equipped on one hero has additional effects.

My Lands: Army Guide

How to train troops? Each race has 8 types of troops. There is also a special NPC race - Monsters. For each type of troops, it is necessary to master the corresponding military science. After studying science, you can build battle buildings and train troops in them. After training, troops go to the garrison and stand to defend your city. In case of danger, you can hide troops in the Shelter, if you have studied the appropriate science. Troops in the Vault do not fight.

Troops in the garrison and in the Sanctuary consume the Gold Salary. The number of salaries can be viewed at the City Hall. If there is not enough gold in possession, the troops begin to defect gradually. 0.5% of the units deserting per hour, which did not have enough salary (0.005 units). When sending troops on a combat or non-combat mission, the troops take with them double the amount of salary (for the way there and back). The speed factor of the mission is also taken into account:

Auto order troops. The troop auto-order service can be obtained as a quest reward. When this service is activated, the "Enable auto-order" button appears in the battle buildings. The order queue for units is filled to the maximum if the possession has enough resources and population. When the construction queue is empty, the order queue will automatically fill to the maximum again.

Acceleration of the construction of troops. The service of accelerating the training of troops can be obtained by quest. The maximum value of accelerating the training of troops = 90%, above this number the bonuses are cut off. In this case, the speed number turns yellow.

Types of units. Units are:

My Lands: Science Guide

Science window. To study science you need:

Helping scientists. If any science requires your participation to complete the process, the button turns green. In this case, you need to go to the science window, find the science highlighted in green, and click on it. A window will appear in which it will be written what is required to complete the study of science.

Science mining speed. Science units are mined from the Alchemist Laboratories in all your realms, that is, science is a common resource for all realms. The more buildings, the faster the study of science. The speed of science mining can be influenced by:

Since the bonuses of the village and Ancient magic are applied to each building (the speed of extraction of the building is multiplied by the bonus and cut to a whole), it is impossible to sum up the speed of extraction of each building and multiply by the bonus - the numbers will not match.

Basic sciences. These include:

Martial sciences. After studying the 1st level of science, a building becomes available for construction in which you can train a unit of the type corresponding to science. When improving any military science to the second and higher level, you will need to pay the difference in the cost of the next and previous levels for units of this type located or training with you (including those on the way). Payment can be made from any property. Resources will be deducted from the ownership you are in or selected from the ownership drop-down list.

Heroic Sciences. These include:

Defense sciences. These sciences help to defend or make it possible to build defensive buildings:

Sciences for buildings. After studying any science below, you will be able to construct a building of the corresponding type:

Science for improvement. Provide additional conveniences or benefits:

My Lands: Alchemy Features

Science "Alchemy", studied up to the first level, allows you to loot magic crystals, make buildings and artifacts perfect. The second level of this science will make it possible to rob Runes in Stonehenge, as well as perform runic rituals to enhance artifacts. The third level allows you to loot recipes.

Converting artifacts. To convert an artifact into an ancient one, place it on the alchemical altar in the center "Artifact to upgrade" slot and click the "Make artifact ancient" button. The cost of this transformation is 50% of the cost of the final artifact. At the same time, all additional effects from crystals, runes and rune words embedded in the artifact are preserved. The presence or absence of items in other slots does not affect the outcome of the transformation. The conversion cost will be indicated for this artifact next to the conversion button.

Improvement of buildings. Some buildings that have been upgraded to the last level can be made perfect. A perfect building has different parameter values and additional properties. For example, buildings that produce troops have a 100% chance to instantly produce a certain number of troops once a day. With the help of perfect warehouses, you can reduce the waste of resources by 100%. When you click on buildings of level 7 (or Tavern of 1 level), which can be made perfect, the button "Make building perfect" is located in the circular menu in place of the button "Improve building".

On perfect buildings, with the grid turned on, instead of the level number, the crystal icon is visible. Buildings that you want to improve can be added to the construction queue. When buildings are destroyed, it is considered that a perfect building has 1 level more than a regular one. To upgrade the building, you need resources, blackjack and crystals. Crystals for upgrading buildings are automatically removed from all bags of heroes in possession + from the "Treasury" and "Alchemy" tabs of the "Treasury" building, if such a building is in the possession. First from the bags, then from the Treasury, then from the "Alchemy" tab.

Improvement of artifacts. The Alchemy tab displays the altar. Around the altar there are 5 slots for crystals of each type and 3 slots for regular artifacts or scrolls. In the center of the altar is the slot for the artifact you want to upgrade. By moving an unimproved artifact to the slot, you will see what the characteristics of the artifact will be after the upgrade.

To improve each artifact, you need to sacrifice a set of crystals unique for each artifact, 2 any non-perfect artifacts of the same level, and a scroll. To improve an artifact, you must click the "Improve Artifact" button. An upgraded artifact costs more than a regular one. There are 5 types of crystals:

Crystals appear in the bag of monster heroes in aggressive ruins. At the 5th level of an aggressive ruin, the hero-monster has 2-3 crystals in the bag, at the 6th level of the ruin - 3-4 crystals.

How do I get crystals? Crystals can be obtained by the player’s hero (only players who have studied the science of "Alchemy" can rob the crystal) or by the hero-monsters using the "Robbery" mission. Crystals are plundered by the victors from the defeated, both in attack and defense. Participants in a battle without heroes or with dazed heroes do not participate in the looting of crystals.

Crystals are looted from the heroes bag, treasury and altar in no particular order. The robbed crystal goes into the hero’s bag. If there is not enough space in the bag for all the crystals, then random crystals are looted. If there was no room at all, then the crystal is not looted and the player receives a red notification in the battle report, similar to an artifact that did not fit.

Looting crystals from players. For one mission, one hero looses from the player 1 random crystal from the available ones: in the hero’s bag in the garrison + in the Treasury + in the "Alchemy" tab. Crystals from the bag of the hero located in the shelter are not looted. The crystal is looted from the help. If a player has more than one crystal in his possession and several players participate in a joint mission, then each one will rob 1 random crystal. If the crystal is 1, then a random player will receive it.

Looting crystals from monsters. All crystals can be looted from monsters if the player’s Hero has enough space in the bag. When a monster hero leaves the ruin, he 1, each time random, leaves a crystal in the ruin. The abandoned crystal is displayed in the Central Building tooltip. The abandoned crystal is always looted when the ruin is destroyed, if the robber has room in the bag. If a magic item and a crystal fall out and there is no room for both items in the bag, then the magic item is looted first.

After returning to the ruin, the monster hero takes the crystal left behind in his bag. Defeated monsters lose all crystals, the winners distribute crystals evenly. The crystal is looted regardless of finding another magic item in the ruin. You can find, for example, an artifact and a crystal in the same ruin.

Storage of crystals. 1 Crystal takes 1 slot in the hero’s bag and treasury. Several crystals of the same type can be placed on the altar.

Sale of crystals. Crystals can be sold on credit to a merchant for 100 ChJ. Crystals are not sold 2 hours before the attack.

Runes. You can loot runes in Stonehenge after studying the second level of science "Alchemy". Rune is a magic stone that, by applying a rune sign to an artifact, gives the player a passive bonus. There are 9 types of magic runes:

  1. Faeo: + 25% experience gained by the hero in battle against the race of Monsters.
  2. Lv: + 10% experience gained by the hero in battle.
  3. Thorn: +5 defense against the Monster race.
  4. Io: +3 defense for all troops.
  5. Glad: + 5% health for all troops.
  6. Tyr: -5% attack, affects the enemy against the race of Monsters.
  7. Gifu: + 3% attack of all troops.
  8. Yar: -2% duration of the mission of the squad with the hero.
  9. Hegl: -3% attack, affects the enemy.

The runes in the list are sorted in ascending order of their level from Faeo to Hegl. For example, three Faeo runes can be converted into one rune of the next level, that is, the Ur rune. Runes appear in the ancient realm of monsters - Stonehenge, which can only be found by the Suzerain with the help of researchers. At the moment a new Stonehenge appears, one of 9 possible runes is randomly generated in the bag of his monster hero.

The higher the level of the rune, the less often it is found in Stonehenge and the stronger its garrison. Upon a successful attack on Stonehenge, the initiator of the mission takes the rune if he has studied the science of Alchemy of the second level and there is at least one free slot in the hero’s bag. Unlike magic crystals, runes cannot be robbed from other players. If necessary, the runes can be sold to the Artifact Merchant.

Runic rituals

In the Runmaster tab in the Treasury (and the hero’s window), you can perform various magical rites using runes (available from the second level of "Alchemy"):

1. Application of runic signs. With the help of the Runmaster, you can apply one or more runes to an artifact to activate their bonus. The runes used in this case disappear, and their bonuses are added to the properties of the artifact. To carry out the ritual, it is necessary to place a "clean" (without runic signs) artifact and runes in the slots of the Runmaster bookmark and press the "Perform the ceremony" button. A total of up to 5 runes can be applied to one artifact, both different and the same.

2. Restoration of runes. By resorting to the help of the Runmaster, you can extract the runes previously applied to it from the artifact for reuse. To do this, place an artifact with runic signs in the Runmaster slot and press the "Extract runes" button. During the ritual, no other objects should be in the slots. Upon completion of the ritual, the player receives the runes corresponding to the runic signs on the artifact, and the artifact itself. To perform the ritual, CJs are required.

3. Conversion of runes. If necessary, in the Runmaster tab, you can convert 3 identical runes into 1 rune at a higher level. This operation is irreversible.

4. The rune word. With a special combination of runes, Runewords appear, giving artifacts additional in-game bonuses. The rune word is collected from 2-4 runes, if the runes that are included in the recipe for the rune word were used in the ritual of applying runic signs. If, in addition to these runes, at least one rune was used in the ritual that is not included in the recipe for the word, then this word is not activated on the artifact.

Each runeword is intended only for a certain type of artifact (sword, armor, etc.) and is not activated on an artifact of a different type. The bonus of each rune is displayed in the artifact tooltip in a separate line in turquoise color, the bonus of the Rune word - in yellow. The bonus value is generated within the specified range, directly during the activation of the word, and therefore may vary. When you extract runes, the effect of the runeword on the artifact is lost.

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