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.
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.
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.
About Ancient Artifacts
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.
I’ve cleared one board – it went exactly in order left to right top to bottom.
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)
♡ 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.
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.
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.
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.
The Royal Packages have a new addition.
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.
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.
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.
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”
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.
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.
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.
Slaktarn = $9.99 pack x 9 = 243,000 gold
t1/t2 Hospital March (0.50% lost)
t11 March for Rez Pack (9.66% lost)
Total Power Loss
Percent of Total Power Loss
Purls HQ = $9.99 x 8 = 216,000 gold
Starting Power (213,435,873 troop)
t1/t2 Hospital March (0.90% lost)
t10 March for Rez Pack (8.94% lost)
t10 March for Rez Pack (9.82% lost)
Total Power Loss
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.
Starting Troop Power
t1/t2 Hospital March (1.11% lost)
t10 March for Rez Pack (11.11% lost)
t10 March for Rez Pack (12.5% lost)
Total Power Loss
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.
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.
So you want to know how many of what you can get per day in the Goods Exchange. Here you go! Note that this data was mined 07.18.2018 and it is all available in game. This just lets you see what and how many per days you can get IF you have 2 million in value per day per category.