Crafting Ancient Avalon Artifacts 4.9.0

In the days of old, Avalon was protected by enchanted tools drawn from the order of the cosmos. How to build artifacts!

In the days of old, Avalon was protected by enchanted tools drawn from the order of the cosmos. Those ancient Artifacts have been long lost.
Ancient Artifacts

In the days of old, Avalon was protected by enchanted tools drawn from the order of the cosmos. Those ancient Artifacts have been long lost.

There is a new statue replacing the waterfall in your city.  Clicking on her will reveal new options for stats.  Since I reviewed this in beta we were provided a lot of free materials to test the new feature and as you can see below I have activated a few Avalon Artifacts.  Yes, those are maxed artifacts and max stats per.  On a stronghold 17.  

Avalon Artifacts King of Avalon
Avalon Artifacts

Activating a Tome – Base Stats

Before you can craft an artifact, you get to choose a Green, Blue, or Purple Tome as your starter.  These cost Holy Dust.  Holy Dust is consumed forever when making a Tome.  You cannot dismantle it to get your dust back.  

Once you activate a Tome you can craft as many artifacts as you want from it!  Think of it like selecting your building plans and then constructing.  A new concept for KOA.  You can craft four types of artifacts twice.  So each tomb will make two artifacts. 

Artifacts use Lake Gravel and Enchanted Mist when enhanced but to make the artifact you only need gravel.  Stock up on that and dust to get started. 

The Tome will always be with you.  So choose wisely before selecting your grade.

Activate Green Tome King of Avalon
Green Tomes CANNOT be Upgraded
Activate Blue Tome King of Avalon
Blue Tomes CANNOT be Upgraded
Activate Purple Tomb King of Avalon
Purple Tomes CAN BE Upgraded.  From Purple to Orange to Gold
This is the best bang for your buck if you can manage it.  Better to upgrade purple over time than waste dust.  Depends on your spending situation or your patience to grind.  

Crafting Artifacts

Well, it is beta after all so of course I selected purple to start.  I had enough materials to make the two max level artifacts I showed originally.  

Avalon Artifact Crafting King of Avalon
Avalon Artifact Crafting

About Ancient Artifacts

Pack Strategy

Well if you’re going all in the best way is to acquire the mats via Lucky Shot.  Per my sources this requires approximately 130 coins to get the gravel for purple crafting.  You just have to reset the board a few times and use 1 coin every reset.

Lucky Shot Board for Artifact Mats
1 shot per to get 10 Gravel or 18 Mist
Swap up the Gravel/Mist for first shot or go for gravel only to get purple artifacts crafted.
Lucky Shot Board for Tome Mats
4 shots approximately to get 8 Dust
Don’t go past 10 coins if farming Dust

I’ve cleared one board – it went exactly in order left to right top to bottom.  

How to Get Lord Experience

There are a lot of ways to get lord experience in King of Avalon.  In fact it is one of the easiest things to level up.  You don’t need to max your lord to 65 to unlock the war skills you need.  58/59 is usually a good place to stop leveling the lord while you focus on other important stats.  

Free to Play

Kingdom Threat a.k.a. Golem

So this was nerfed a bit.  It used to be that the experience gained would scale with the damage.  So players who mastered the art of PVE formations early on benefited the most.  This was also when golem was so laggy you had to port and be very fast before the game froze and your buffs died.  

Currently you can gain a max of 890 x 500 lord experience per hit, or 445k experience.  Times ten hits you’re looking at a cap of 4.45 million experience.  This is advantageous because if you’re in a united kingdom those who have maxed their lord no longer push to rank high in golem.  So others can gain the perks.  At least that is how 207 works.  

Golem Rewards Rank 1 through 10
Golem Rewards Rank 1 through 10
Golem Rewards Rank 11 through 50
Golem Rewards Rank 11 through 50

Getting rank one means an additional 5 million lord experience, for a total of 9.45 million.  Getting one of the 21 to 50 ranks will still give you a total of 5.95 million experience.  Which is easy to do as long as you’re wearing war gear and have a formation.  No gold on buffs required unless you’re in a steroid driven kingdom.  Then just pray for migration.

Magic Spire

Really this one is negotiable.  It depends if you have other priorities where your Magic Crystals could be better spent.  Its over 370k crystals for 100k experience.  It is laughable to be honest.  Most people can only hit spire one a day and that is potentially your entire gain for a day if you farm below 8.  Don’t waste your time here, it just doesn’t have the roi other loot traders do.  

Magic Spire Lord Experience
Magic Spire Lord Experience

Merlin’s Trials

This is all perspective.  It all depends on what you are focusing your trial coins on.  I personally used them to level Morgause to 5.  The rest just sit pending a need.  I used to flip them for 3 hour speedups every day, but you never know when you may need something.  Always best to horde than to spend frivolously.  Especially if you’re free to play.  

Here you get 5000 lord experience for 74 coins.  Not a bad exchange.  If you kick that up to 74k trial coins – easy enough to get in a week or two – that is 1000 x 5k lord experience or 5 million total.  That is handy.  For this reason I’d label this as a decent option outside of golem.  

Trial Coins Lord Experience
Trial Coins Lord Experience

Alchemist’s Corner

Honestly, unless your dragon is 70 there isn’t much you can crucible to trade for lord experience.  In fact I’m throwing my lord experience through the crucible to convert to dragon experience.  At about 1/5 transfer.  Meaning I get 1k experience for my dragon for every 5k item I put in.  Unless you have one or the other maxed it is counter productive to use this particular loot trader.  But it is an option.  

Alchemist Corner Crucible Lord Experience
Alchemist Corner Crucible Lord Experience

Spirit Altar

Hold Ceremony

Thes are listed in order of coins spent.  As you can see the last 100k experience x 5 for 54,000 coins is the most effective ceremony to run.  It is worth saving up even if it delays the experience gain slightly.  

  • 100k lord experience for 13,500 coins or 7.4 experience per coin.  
  • 180k lord experience for 27,000 coins or for 6.6 experience per coin.
  • 500k lord experience for 54,000 coins or  9.3 experience per coin.  

Pay to Play

If you’re looking to level fast then packs are a viable option.  They can be expensive depending on the experience you require.  Honestly, if you’re looking to spend there are far better ways to beef up and get a better return on your money than buying these packs for lord experience.  The only reason to buy packs is if you’re an experienced player in a new kingdom looking to gain an edge.  If so you probably don’t need this guide.  

Lord Development Pack

0.99 Lord Development Pack
$0.99 Lord Development Pack

Growth Package

4.99 Growth Pack
4.99 Growth Pack

Calculating Enhancement Bonus

Enhancement percentages only apply to the bonus percent that the dragon skill provides. Sounds confusing, I know. Especially since KOA adds other percentages together in the game. Not in this case.

About Enhancement Bonus

Many are under the false impression that you ADD the percent of the dragon skill to the percent shown under dragon skill enhancements.  Wrong.  It would be nice though.  KOA is not that nice to us.

Enhancement percentages only apply to the bonus percent that the dragon skill provides.  Sounds confusing, I know.  Especially since KOA adds other percentages together in the game.  Not in this case.  

How-to-Math

First, you need to know how to find a percent of a percent.  Sounds easy right, but if you multiply 60% by 42% you get 2,520%.  So that isn’t correct.

In order to calculate a percentage of a percentage, you must first convert both percentages to fractions of 100, or to decimals, and multiply them.

  1. Convert Percentages to Decimals

    42 / 100 = 0.42
    60 / 100 = 0.60

  2. Multiply

    0.42 * 0.60 = 0.252

  3. Convert Decimal to Percent

    0.252 * 100 = 25.2%

So, this would mean that you will gain a boost of 25.2% on Infantry Health by enhancing your Level 27 Infantry Backbone I to 5 stars. But don’t forget that you still get the original 60% boost so you want to add the two together to get the total % your stats will be increased by.  For this example it is 85.2%.  

Enhancement Calculator

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4.7.1 Garrison Boosts

4.7.1 Garrison Boosts

These are applied based on the stats of lords who garrison a building 20 minutes after that building is first occupied and held by the same alliance. Two buildings are required when invading to acquire this boost. Presumably only the throne is required while defending. However our throne was at 23 minutes 45 seconds and never had Level 1 benefits – we skipped straight to Level 2 when North tower had been occupied 20 mins and this increased one level each time another building hit the 20 minute occupation mark. Therefore without further testing (or confirmation from others) I cannot advise if defense requires two buildings like invasion.

So. How is that useful? Well now a weaker castle can mega to the stats of a stronger and then that stronger castle is free to boot people out of buildings. It offers flexibility in defense and invasion.

You can predict these stats before and plan accordingly. If you do that sort of thing for KVK.

  • Garrison boosts start at level one and ends at level five. One level per available building.
  • It doesn’t matter who activated it as long as the building(s) involved have been occupied by the same alliance for twenty minutes.
  • Everyone gets a unique buff based on the % boost provided by the garrison boost level.
  • A mega will apply the leader’s stats with boost to all.
  • There is a blue bar under each building that fills up as a new garrison boost is activated. It is filled up in fifths.
  • To gain the benefit on all five buildings you must occupy all five buildings.

If you can stack and mega five buildings at home you can theoretically stack all five and mega in another kingdom. With a bit of strategy and teamwork. And you want to do this before they gain garrison boosts if you intend to limit losses.

Garrison Boosts by Level

These numbers are accurate and backed by battle reports and images of each garrison boost level. The math is easy. You divide the boost added by the base stats to get a %. Just math. If you have a report at a known garrison level and base stats or the boosted amount you can do this math yourself to confirm.

Level 1 – 5% (assumed per known sequence below)

Level 2 – 7% (assumed per known sequence below)

Level 3 – 9% (fact; mathed it)

Level 4 – 11% (fact; mathed it)

Level 5 – 13% (fact; mathed it)

Invasion Rallies

♡ this group of ladies. They are amazing.

I have never tried to do a rally outside the forest when invading so I don’t know if this is new but it is worth noting. This means that no matter what a castle must be in the forest to mega or rally a building. So not everyone can hide on the forest edge.

I have also recieved confirmation that this does not apply to stronghold rallies and may only apply to buildings. Further testing is needed to verify if this is a bug when people cannot do a rally or if it is a bug when one can. I only thought to test for this during the event because I heard that others were having issues with rallies as well.

Tower Zapping Change in Frequency

So this has not changed as much as we thought. If anything it is highly favorable if you are the one who is being zapped. It starts at ten minutes and is never shorter than four minutes. It still only zaps 1% troop power per. I do not have the data on when it gains frequency but this is more than we knew before. I will test this further when we get zapped or can zap another.

Individual Garrison Points

These have a cap that is unique to stronghold level. No one in our kingdom, except our 40, made it past the third set of rewards.

Points are not collected (right now) until you pull from a building. I don’t know if this is intentional or a bug. We experienced many when conquest was released and hopefully this is just that. Otherwise you have to guess when that cap is reached (or experiment by pulling). It seems they accrue rather fast and we had people pulling so others could send for points in the second half of the event.

screenshot_20180817-184501_king-of-avalon1877563559370887262.jpg

Match Up Theory

So this has nothing to do with the new KVK. This is my theory on how match ups are done based on what I’ve seen for my matches as well as those of others. Doesn’t mean it is true but it is nice brain-candy to ponder.

There are three kingdoms in a match. Usually two of the kingdoms are equal – stats/troops/stronghold and they progress at a similar pace. There are variances but they are as close to equal as you can get. So what about that third one? I call this one the wildcard. Why? Because they are unpredictable and when matched with a more powerful kingdom they can usually hold their own or even invade successfully.

You will notice that some kingdoms will match with one another again and again. I believe this is due to the equal-ness of them. Then you have this one kingdom, 207 for example (and I know others), who are habitually the underdog yet progress up as though it is nothing. We invaded last KVK match – twice – over a kingdom that not only had better stats but more players with them. We won both times and made friends ❤ you 87!

Why? Because when you work together you can do amazing things. I think the match engine expects wildcards and labels them as such – doesn’t mean they will forever be one but while they are their matches are a bit more difficult than anticipated. This all started for us when we started conquering two kingdoms for three rounds in a row – most notably k64 and k394. We were equally matched with one and the other was the underdog – wildcard. After three rounds with them our matching changed drastically.

We had always though how well we did factored into the next match. So we kept trying to manipulate the system. Only taking one throne or taking none. It never seemed to work. We even took a holiday from KVK and told 218 they could have our kingdom uncontested – after a very bloody round – if they would only delay conquering so that the rebuild buff was also delayed. So that was two rounds no throne – then the anniversary conquest event and we bartered with k218 to defend our throne in exchange for helping them with towers in the final round as they went to invade the other kingdom.

We still got matched with beasts.

Let me show you our last couple of matches – those I’ve documented on my blog or YouTube.

kvk
  • Blue = Successful Invasion (light color means we played around with them)
  • Green = Allies
  • Orange = Failed Defense (on us from them)
  • White = Successful Defense (but white might have tossed us around a bit first)

I cannot recall the last time we were matched with someone weaker than us.

Either they are a solo beast without a care on power loss or a bunch people who could prevail but fail to unify. I think that is what makes us unique and a “wildcard”. We are unified with the backing of the entire kingdom. We had more castles than we could use this round – and we stacked everything to max. Perhaps this is why we ended up as #4 in alliance power globally.

KVK Update 4.7.1

We moved our hive. It was time. We have been in our spot over a year now. First as BAR then as KVK.

We wanted to be on the forest edge. Dew the Builder went to work and planned it all out.

This is us maybe an hour after we decided on fort position. Perhaps the easiest move to date.

In other news. Excalibur Invasion aka KVK is changing! I will post videos on the new content soon but before the event starts I want to review the update and what it means.

KVK Rewards

The Royal Packages have a new addition.

King Talents

The first five are the same old stuff. The last seven are new. They aren’t cheap so save them when kingdom buffs or gold event occurs. Coordinate with the kindom for maximum effect.

Individual Rewards

Yes! Just for holding a tower or Avalon you get points just as you would in Conquest.

You can also score points by killing. Finally something to help revitalize unity and growth. Keep on reading for the mechanical changes.

Leaderboards with More Rewards and 7 Day Accolades

Okay so these are global. Meaning its every kingdom. So don’t set your hopes high on the top rewards unless you’re a top player. But the rest aren’t so bad!

You didn’t get them before so quit bitching and just take all the free shit you can get with minimal gold investment. ♡

Only the last three give rewards.

Individual Kills – Defense and Invasion

Alliance Invasion Kills – so being in a top KVK alliance who invades can pay off.

Individual Invasion Kills – speaks for itself.

The Accolades for Top 3 in Individual Invasion Kills. Pretty bleh for the investment you’ll have to get them.

Changes in Mechanics

After the images I outline just the changes to this event and explain their impact.

The time for the Excalibur Invasion will be adjusted for each round.

No idea. Honestly. Not sure if this means each round is shorter or longer than the previous. If I had to guess performance in previous rounds in regards to your Avalon affect the next round. Will defending mean your Avalon is open longer or shorter the following round?

Invading Lords cannot be attacked outside the Black Forest, but they can still be scouted or affected by spells.

This one is obvious. This means you can take people along unbubbled in an Invasion to help stack buildings. You can turn off scout notifications and spells who cares.

This also means you are open to invasion if a Kingdom has more active and unified players. And they could win on troop power and sheer will (and gold) over a single castle with beefy stats.

The longer one of Avalon’s Towers is occupied by a rival Alliance, the more often it will attack the central Isle of Avalon.

I don’t have specifics on how the timing changes but I’ll test this and report back on that as they are known. This means that towers will fire faster the longer they are occupied by enemies.

When the same Alliance is occupying two or more buildings in a Kingdom’s Avalon during an Invasion, the Alliance troops garrisoned there will gain benefits according to the number of buildings occupied and length of occupation.

This applies nerfed conquest-like buffs to garrisoned troops the longer they stay in place. Adding a third, fourth, and fifth building increases these buffs. So if you have a large team and five strong players you can mega everything and hope for the best.

When no invaders have occupied Avalon in a Kingdom and that Kingdom’s King is occupying Avalon in another Kingdom, Avalon will be protected by special Invasion Protection.

We all know there is no king until the throne is won, but here there is a reference to the king specifically. One would presume the last king on the list must hold another Avalon before theirs is taken to activate this protection.

When a Lord defeats Invaders to retake Avalon for his or her own Kingdom, Invasion Protection will be opened over Avalon.

So. No longer must you sit there waiting for reinforcements to arrive praying you aren’t speed hit. This is advantageous to defenders. Not so much for invaders.

Lords occupying a building in Avalon can apply speedups to other Alliance members sending marches to tha building.

Finally. This acts just like speeding troops to a rally.

If a Peace Shield opens over a Kingdom, it will end the Invasion Protection cast over Avalon and its buildings.

This point has several viewpoints. Originally it was thought that this applied to bubbles that were activated on strongholds however the way it is worded makes it appear that this is in regards to Avalon.

Meaning if you invade another Kingdom and get a special shield on your Avalon then once the invasion is over and you win that throne the bubble on your Avalon will fall.

When Avalon or one of its Towers has Invasion Protection, only Lords from that Kingdom can attack or occupy it. Lords from other Kingdoms cannot occupy it.

This means if you are retaking Avalon from an invasion army that you killed in your throne or successfully conquered another throne The invasion protection bubble does not prevent anyone from your Kingdom from garrisoning that building.

Cool Addition – Scout Spam Be Gone

What it All Means

Sorry you’re not gonna get any strategy from me and if you are interested in how all of this applies and what 207 is going to do with it go ahead and follow my YouTube.

Building Gamer Teams

I get asked a lot about Kingdom 207. More so recently because you get to hear and see us play together as a team. In this post I’ll show you that building gamer teams is easy if a lot of work.  

I did a seminar at work a few months ago. On The Five Dysfunctions of a Team by Patrick Lencioni. This may seem boring; however it isn’t every day that your company sends managers to an enrichment session for personal growth.

The entire session reminded me of our KVK team in 207.

So what are those elements? I’ll break it down for you with examples on how you can apply this to your team – whether you do KVK, Conquest, KE, or another team-oriented hobby in general.

Think of a kingdom as business. You have a CEO, the king. Imagine how much stress you’d undergo at work if the CEO changed every two weeks? Think of how that impacts a kingdom. The same.

Rally behind one leader. That leader doesn’t need to have the best stats in the kingdom but they should be up there. They need to be the glue that holds the team together. They should be wise enough to see the right solution even if it is not their own.

You should have one kingdom leader that deals with drama that affects the kingdom. It should not be the king. You also need someone who is organized. You must also balance out with someone who is a fighter and another who is on the social end. You need a liaison who manages relationships between all the active alliances and their leadership.

These traits don’t need to be separate people. The smaller the team the closer members are. Your leadership team should be small. Not so small you miss out on opinion variety but small enough where you don’t branch out in cliques.

Here are the elements of a functioning team.

1. They trust one another.

This sounds simple, but it is not. It also means a lot more than its face value. To have trust you must open yourself up. Reveal weaknesses. Admit mistakes. Ask for help.

I often tell the KVK team that we’re so close because every two weeks we battle shoulder to shoulder and bleed for one another. We put it all out on the line. We trust that their reins will make it in time. That we’re fast enough to prevent tower zaps. It doesn’t always happen but that isn’t a failure of trust – shit happens. Megas hit that hurt worse than expected. Intentional suicide runs because you believe the Return on Investment is there.

Cause guess what. At the end of it all we share resources. If a person needs excessive speeds and wants to grind them via Trial Coins – the KVK buff is delayed. People who spent a lot of gold get the best packs – double or triple if invading. That gold adds up and helps with replenishment. We look out for each other and therefore do not need to look out for ourselves.

2. They engage in unfiltered conflict around ideas.

This is very important. You must have conflict. Discuss concerns. Provide constructive feedback. This requires a safe judgement free zone that is maintained by all in the group.

This means no personal attacks. If you have an issue work it out with the team. Don’t just complain, offer solutions! Toss ideas out. Look for inspiration in what others are saying. Collaborate.

We often have very heated discussions. But it doesn’t mean we dislike each other. We are all invested in a solution that is in line with our goals.

3. They commit to decisions and plans of action.

We vote. It’s a democracy. We toss up a line poll and discuss then vote. Not anonymous. We are not ashamed of our opinions. You buy in with majority and follow through as if it was your own idea.

We meet up in voice chat a few times a week to discuss various scenarios and our counter. We also chat about us and just hang out in general. This is important and should be supplemented with a text room for daily stuff.

Once a plan is set it is published to the kingdom. Everyone operates on the same page and has the same answers to each question.

No one goes off on their own. Everyone knows their role and where they are supposed to be. As leaders we see the big picture and intended outcome and delegate out tasks as needed to achieve this.

4. They hold one another accountable for delivering against those plans.

We hold each other accountable period. On everything. If you say you’re going to do something, do it. Don’t make excuses.

Making a bad decision isn’t the end of the world. Admit it to and what you’d do differently next time. Listen to other’s advice and don’t make it personal.

Punishment applies to all. Break a rule and suffer the consequences. No exceptions.

5. They focus on achieving collective results.

You have to have a shared goal. It is when a team has different outcomes in mind that you run into issues.

For example you agree to go all in and put it all on the line next KVK round. You bought into it and plans were set. But you have cold feet. You don’t want to sacrifice all those resources because it’ll delay your sh upgrade.

So you don’t play your part and the battle was lost. You see where victory would have been achieved if you’d just done your part. Everyone on the team is disappointed and they make it known. Trust is lost and you’ll have to work harder to get it back.

That is an example of a team not working cohesively. Don’t do it. Back each other up. Have fun.

A Sanctum Experiment

As of Version 4.8 Sanctum Has Changed

You can no longer get gold packs and they were replaced with ambrosia coin packs.  sorry!

Sanctum was a great addition to the game and a real life changer for those of us who take hits on our castles either in KVK or KE.

When it was first released there were a few ways one could exploit the system. Such as, heal your personal hospitals and almost instant heal troops in sanctum. Very powerful when you remember that the KVK buff applies to dead troops and sanctum are dead troops.

This was fixed and healing sanctum troops is excessively expensive to gold out of (good thing) however it is also free but can take a few weeks depending on how much power is contained within it and your stronghold level.

Sanctum Boosts

  • You can save a max of 90% of your dead troops, after your hospitals (including alliance) is filled with wounded.
    • Base is 70%
    • VIP 10 adds 10%
    • Subscription adds 10%
  • Sanctum Capacity is based upon your personal hospital capacity. The more you can heal the more you can save.
    • Subscription adds 100%
    • VIP 10 adds 100%
  • Stronghold level, more accurately the tier of troops your stronghold unlocks, determines your base Ambrosia collection speed. Below are the levels I know based on my accounts and friends.
    • 40 – 27,450
    • 38 – 18,301
    • 35 – 18,301
    • 32 – 12,200
    • 30 – 12,200
    • 26 – 8,150
    • 18 – 2,451
    • 16 – 2,451
    • 15 – 1,651
    • 13 – 1,651
    • 9 – 850
    • 6 – 650
    • 1 – 501

Based on those numbers I calculated the below.

  • SH1 = 501
  • SH4 = 650
  • SH7 = 850
  • SH10 = 1,651
  • SH16 = 2,451
  • SH19 = 3,650
  • SH22 = 5,450
  • SH26 = 8,150
  • SH30 = 12,200
  • SH35 = 18,301
  • SH40 = 27,450

The Experiment – How 207 Does “Research”

The Problem

Resurrection Packs were nerfed; however if you paid attention to the announcement it stated that the sanctum was involved. Previously it was based on power loss and where that loss went (hopital/sanctum) was irrelevant. Honestly I like the update – it balances it so that someone who -attacks, heals, attacks, heals – will never get the rez pack. However the person they hit will and for the cost of 10% of the troops sent to the sanctum.

First we paint the picture. Slak is a sh38 with t11. He lost 60m power in KVK. He wanted to rebuild this power as t12. Gold was the only way he could speed up the buildings required for t12 and 60m in troops. The Kingdom Quest build buff was upon us and we had to use the KVK buff before the next round. So we had less than two weeks to get him ready and we wanted to do it cheaply. Have you ever speed trained troops with gold? It’s fun! Less button mashing.

Hypothesis

We knew that the resurrection packs would not proc unless troops hit the sanctum. We also knew it had to be significant in power. So we estimated that we could sacrifice 1-2 marches of t11 to the sanctum – losing only 10% – and gain a resurrection pack.

Experiment

We had no idea if this would work or if we’d walk away disappointed – while I thought to record video I didn’t start the discord bot up until 4 minutes in. So you can see no modifications were done to the video and my math is accurate I’m posting the entire video.

In case you want to skip around – use the below. There are blank spots b/c I wasn’t using Mobizen but the Android Game Tools recorder which only records in game, not during log out/in and pack buying.

The first four minutes is Slak killing off his t1/t2. You missed good chatter (sorry) cause Purls is a slaker (pun intended). You can literally skip to 4:00 unless you’re interested in all the before stuff.

  • At 1:14 Slak’s t1/t2 dies
  • At 4:00 Discord Starts
  • At 4:52 Slak’s power before t11 slaughter is shown
  • At 5:22 Slak attacks a tent and gains the rez pack – so yes it works on attacking
  • At 5:32 Slak’s power after the slaughter is shown
  • At 6:44 Slak gets the resurrection pack
  • At 8:20 Purls decides to also do this (yup – had no intention of doing this lol)
    • Purls removes dragon skills and emblems and heros
  • At 10:04 Slak makes a promise (yes best king ever)
  • At 14:08 Purls sends out t1/t2 to fill hospitals
  • At 15:54 and 17:38 Dew kills my two t1/t2 tents
  • At 18:46 Purls sends out the first t10 march of 221k infantry
  • At 20:15 Purls first sacrificial march dies (Defending)
  • At 22:35 Purls sends a second march of 221k t10 infantry to die.
  • At 24:06 Purls second (and last) march dies (Defending)
  • At 24:46 there is the pack reveal
    • The black out is due to the recorder stopping once the Google Play prompt is loaded.
  • At 25:35 we discuss how you acquire ambrosia via blackout (NOTE THAT YOU DO GET AMBROSIA VIA ALLIANCE RESOURCE FARMING – AT LEAST YOU DO NOW)
  • At 29:40 Slak gives Purls a hard time.
  • The rest is chit-chat. Enjoy, or not.

Results

Slaktarn = $9.99 pack x 9 = 243,000 gold

515,990,475Starting Power
-2,623,356t1/t2 Hospital March (0.50% lost)
513,367,119New Power
-49,602,720t11 March for Rez Pack (9.66% lost)
463,764,399Final Power
-52,229,076Total Power Loss
10.12%Percent of Total Power Loss

Purls HQ = $9.99 x 8 = 216,000 gold

264,618,935Starting Power (213,435,873 troop)
2,388,248t1/t2 Hospital March (0.90% lost)
262,230,687New Power
-23,458,330t10 March for Rez Pack (8.94% lost)
238,780,357New Power
-23,458,330t10 March for Rez Pack (9.82% lost)
215,322,027Final Power
-49,304,908Total Power Loss
18.63%Percent of Total Power Loss

Conclusion (and more questions)

Based on the experiments we completed you must lose ~10% of your overall power to the sanctum in one attack in order to proc any resurrection packs. However more testing = more statistics to use. I lost more % wise than Slak; however he lost more power total. He did start at almost double my power.

Therefore one can deduce many scenarios from these two experiments. And possibly end up with more

  • The total power loss may have to do with the packs that appeared.
    • Slak lost more than I and gained one add’l pack.
    • If true this is likely in a window of time and not all at once.
  • The march that hits the sanctum must be significant. Close to 10% of your current power.
    • Because I lost far more % wise and triggered one less pack than Slak it holds true that it must be 10% per march. Mine was slightly short, so…
    • What if it is only 10% troop power not total? Well, as I was editing the video I noticed that I recorded this value – so we’re going to do the table again but with troop power instead of total for purls.
213,435,873Starting Troop Power
2,388,248t1/t2 Hospital March (1.11% lost)
211,047,625New Power
-23,458,330t10 March for Rez Pack (11.11% lost)
187,589,295New Power
-23,458,330t10 March for Rez Pack (12.5% lost)
164,130,965Final Power
-49,304,908Total Power Loss
23.10%Percent of Total Troop Power Loss

Which is a lot of power when you look at just troop power versus overall. I will never know Slak’s exact troop power because it wasn’t documented. So just hypothetical reasoning at this time.

How to Repeat

While we’re no closer to “accuracy” I believe this is repeatable. In fact I intend to do so a few more times but measure starting troop power in addition to total power. I’ll also send exact marches.

If you repeat it is at your own risk, I take no responsibility if you fail to proc a pack and lose excessive troops. Do not do this if you need the the troops, sanctum can take a few weeks to heal.

  • Fill your hospitals with your lowest tier troops.
  • Then review your total/troop power and multiply by 10%
  • Verify if you can send a march that has 10% or greater of your power.
    1. If not – shed a little power to the sanctum so that your second march IS 10%
  • Send your 10% power to a tent or tile. You can either attack or be attacked – both ways work.
  • Buy your resurrection pack(s). fingers crossed

Did this work for you? Please comment with details on data total/troop power etc with a detailed breakdown by loss as I did. Did you get packs? What $ and how many?

The more we experiment (on the down-low – don’t shout this too loud so it remains an option) the more accurate our data will be.

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