Getting started
You start with 5 characters, and can have a maximum party roster of 8. You're able to make unlimited extra characters later and shunt them into various garrisons etc, but for a basic game / early times, stick to 8, and only go over that once you want to take over land. You want to get to 8 characters ASAP to maximize your attacks per turn. Turns are the limiting resource in the game.
Good news: Dwarves are the best at almost every class due to game balance issues - see "Races" section below.
The available classes are Warrior, Archer, Priest and Mage. Whichever class you start with, start them with 18 Constitution, max out their primary class attribute, and throw the rest of your stat points into Agility for Warriors, Strength for Archers, or evenly raise Strength and Agility for Priests/Mages. Minimize all unnecessary stats (Div and Int, unless it's a class stat).
- Mages are very weak and die a lot at low levels. You're probably better off not making any mages for your starting 8. At most, recruit 1 mage. Their primary attribute is Intelligence.
- Priests are the healers. Two priests is a good amount that will take you through to the end game. Priest start with crappy memorized spells. One trick to start playing with good spells is to change them to all "Heal", then wait for the day to roll over before you start playing (spells are updated a few hours before the day counter rolls over). Their primary attribute is Divinity.
- Archers are the best attack/defense class. That's because their attack stat (agility) also adds to defense. They also get two attacks with ranged weapons as a class ability. One trick with archers is that they start with a shitty sling (by far the worst ranged weapon) and 250 sling stones. You can buy or sell ammo for 1gp, so you can sell the sling and slingstones and buy your whole team decent starting armor, shields, and helmets. Give the archers swords for now instead then arm them with a longbow or crossbow once you have more money. Their primary stat is agility.
- Warriors. Are the tanks, but oddly brittle since they don't benefit from agility like archers do. They're the best for carrying a lot of loot, so you need at least 2 warriors.
Due to the different racial minimum stats, and the fact that all maximum stats are the same for every race, dwarves end up with more points to put into useful stats and less points in their "dump" stats. Stats are ordered as Str/Agi/Int/Div/Con. The breakdown for optimized stats for each race/class combo is as follows:
- Level 1 Warrior (18 STR 18 CON, the rest in AGI). Human = 18/9/5/5/18, elf = 18/7/7/5/18, dwarf = 18/10/3/6/18. Dwarves make the best Warriors, but not because they're stronger and tougher, but because they're paradoxically more agile due to the character creation system. Optimized Elf fighters are the same in STR/CON, but they have lower AGI, lower DIV (for luck) and more uselss Int.
- Level 1 Archer (18 AGI 18 CON, the rest in STR). Human 9/18/5/5/18, elf = 7/18/7/5/18, dwarf = 10/18/3/6/18. Dwarves are the best Archers, because they can carry more. Elves actually make the worst archers, because they're no better at it than humans or dwarves, while being able to carry less loot.
- Level 1 Priest (18 DIV 18 CON, the rest split STR/AGI). Human = 7/7/5/18/18, elf = 6/6/7/18/18, dwarf = 8/8/3/18/18. Dwarves are best again at this role, and elf priests are the least agile / carry the least again.
- Level 1 Mages, (18 INT 18 CON, the rest split STR/AGI). Human = 7/7/18/5/18, elf = 7/7/18/5/18, dwarf = 6/7/18/6/18. The races are pretty even here, but dwarves have 1 less point in STR, and one more in DIV.
As you can see, when you optimize useful stats and dump useless ones, dwarves come out as best in 3 out of 4 classes, and very close on mages too. You can go a human or elf for your mage, and they'll be able to carry 1 Str point more loot than a dwarf mage.
Archers cost more to recruit later, because you pay for the ammo they start with (which is expensive). If they're in your starting party, that gear is free and can be sold to outfit your whole squad in heavy armor instead of tissue paper. For a squad of 8, I recommend a final line-up of 2 warriors, 3 archers, 2 priests, and 1 mage. If you don't want the mage, pick up an extra warrior or archer.
To start, try picking 1 warrior, 3 archers, 1 priest. Sell all the archers starting ammo, because it's junk, but worth a lot of money. This will net you a total of 1000gp including your starting money. Buy chainmail for the whole squad. Buy helmets and better shields. Replace the archers weapons with the best melee weapons you can afford, but have them using longbows and crossbows once you can afford to replace the ammo.
Go to your priests spell list and change all the spell points to the "heal" spell. You can optionally wait for the day to roll over now and start adventuring with more useful magic so that your don't need to keep backtracking for healing: things will go smoother in your first town sewer dungeon this way.
You'll need to pick up a second priest and a second warrior later, then take your pick of any class for your 8th final dwarf.
Each town has a sewer, you should arm your squad, ready heal spells then delve into the sewers to kill rats. Use the "watcher" ability which tells you how hard a fight is. If your chances are poor, don't fight. Once you run out of heal spells, start using the town healer, which costs money. Rats are loaded with gold apparently. When you exhaust your sewer, go looking for another town. If you get into fights between towns flee unless you've used the "watcher" and it's told you the fight will be a piece of cake. Rats and other easy targets will get your party up to about level 3-4.
There are different types of quests:
- Orb quests - these don't pay well, have difficult monsters and the orbs can be hard to locate. Don't bother with these quests
- Gem quests - these are quests to find a gem. It's best not to take these unless you already have the gem. You can only have 1 quest per town, so taking one straight away will block you from doing other quests in that town. The best strategy is to stock 1-2 gems of each type when you can afford to do so. Then, any time a town has a matching gem quest, you can cash one in on the spot for a quick profit + XP
- Kill X monster groups near the town, where X is a number. These are good quests, and you can kill any group to qualify for the reward. It's best to focus on ones with low numbers needed, since it can go up to "kill 6 groups of monsters near the town" and those monsters might not exist. Use the scout function to find groups and save on random wandering
- Dungeon/Artefact quests - these have minimum level requirements of 0,5,10,15. You're best off taking ones when they're at least 4-5 levels below your current level. Going into one of these quests when you're at the bare minimum requirement is too costly in terms of healing needed. Dungeon quests are the money-lode in the game, once you're tough enough to do them: you get heaps of loot, heaps of XP and get a good town reward at the end.
Each level you gain 3 stat points to spend and 1 skill point. Con is used to boost XP/level, and it's not retroactive. So, the best thing is to exclusively raise Con for the first 3-4 levels, then switch to raising each classes main attribute only for the rest of their career. Throw an occasional point into agility so that each character has 10 agility. If you want to make a Warrior for two-handed weapons (only really worth it for a Halberd) throw e.g. 5 extra agility points on to account for the lack of a shield.
There are many skills, but most are useless for adventurers. Many are good for mayors, but you can hire a chump rookie later on to do that. Each skill can go up to level 10.
tl;dr: keep leveling up Berserker Rage on all Warriors and Archers, level Awareness one one priest, Tactics on the second priest and Tactics on your mage.
For warriors and archers, the most effective and important attack skill is Berserker Rage, you should raise this for the first 10 levels. After that, it's not so critical what you pick, and you'll have a better idea of the game mechanics and what you want to achieve. Try giving each character a different skill for their levels 11-21 skill.
An important skill is Awareness, which lets you detect secret doors automatically in a dungeon, and improves scouting. This skill works with either Div or Int, so it's best leveled on one of your Priests. Another important skill is Tactics (which prevents enemies fleeing, this happens a lot and is annoying). This is Int-based so is best for your Mage, but it's cumulative so you need Tactics on multiple characters. I give my second priest Tactics, and level Tactics and my secondary (or tertiary) skill on multiple characters.
Eventually you'll want to get everyone into heavier armor. Plate Armor is the best, along with a steel helm (5 def) and a large steel shield (5 def). Weapons and armor degrade with use, so you need to spend money at a blacksmith to keep them in good condition. Armor and weapons vary in durability, so try and get ones on the high side (220+ durability for plate armor is good).
After you have all decent armor for everyone, use a blacksmith to throw the first 1-2 levels of upgrade on each characters armor and main weapon. It's cheap at first but gets prohibitively expensive later. Try and find blacksmiths which are at least "good" level for upgrades, since shittier smiths damage the gear's durability more and don't give much upgrade points. Upgrades almost always degrade the durability, but this seems to happen less for high-end blacksmiths. The best ones are called "God-like" blacksmiths. I upgrade my plate armor at God-like blacksmiths, and starting from ~225 durability they hit 41-42 armor points (from a base of 18) and still >200 durability. After this point, the upgrades get prohibitively expensive.
Sometimes you can find or buy armor and weapons which are "indestructible". These are the best candidates for pi upgrades since they don't degrade. But you still really want to use a God-like blacksmith, otherwise the gains per gold spent will be poor.
Once you hit level 6, you get a new function, to make a "garrison" in the wilderness. The best use for this is to camp 7 out of your 8 characters in the wilds while you are offline. You still need to keep 1 character in your party. The garrison will fight any monsters that wander through. You can either keep the 1 remaining character on top of the garrison, or park them in a nearby city. The city is safer, but I haven't had a character attacked while sitting on top of a garrison yet.
Once you hit level 10, you can build fortified locations anywhere. These don't have to be on a garrison, but by combining a garrison with a tower/fort/castle you can increase defense, attack and XP gains. Building these structures is more expensive at low levels, and there is a skill "Construction" that radically reduces time and material costs. I recommend that you level up Construction on one character after they max out their first skill.
Castles should be used to grab land, level up spare characters, and generate gold. They can contain barracks, which give daily XP (the total daily XP is given to all characters, it's not divided up), and markets which generate daily gold. This is in addition to monster battle XP and gold. You'll need a garrison of 6-8 spare characters per castle to act as guards. Note: for your castle to gain lands for your kingdom, you need to cede the castle to the kingdom, which is under the 'manage' screen for the castle. This requires your party to be in the location.
Once you hit level 15, you can raid a city to kill guards and install a character as mayor. These can be really hard battles, so you might want to get assistance to soften the defenses first. You can install one of your main characters after you kill the mayor, but you can replace them with a new recruit any time after that so that you get your valuable high-level character back. The game lets you have additional mayors once you have level 20+ characters. This is roughly 1 extra mayor per 3 x level 20 characters, but it slows down after about 15 characters. Having 4 mayors is the requirement for declarling a new kingdom
Claim land temporarily takes over a 1x1 tile of land. A castle takes over a 9x9 chunk of land (with the castle at the centre) - permanently. We're going to spread castles out to take over as much land as possible. The best positions for these castles have been marked on the map with blue tents. As a rule, there should be 4 white tiles between a new castle and the current controlled area, to get the most land per castle.
Each round, set all the targets for your characters to the same enemy, focus on taking out the most dangerous ones first. Switch targets whenever the current one is killed. You won't usually win the overall battle any faster but focusing attacks reduces the live enemies quicker, meaning you take less damage.
If you have a character with poison or ice weapons you might want to focus everyone else on one target, and target a different strong one each round with that character. Ice freezes a target, slowing attacks and poisons damages them a little each round. Leave these poisoned/frozen enemies for later.
Entangle is a mage spell that prevents an enemy from attacking, it's handy to cast this in the first round of a battle to slow down the enemy. Leave entagled enemies for last. Once you have a level 8 mage, you can mass-produce entangle scrolls and give them to all your characters (they don't have to be mages, and you can even leave the mage in a garrison while actually fighting, only coming back to make more scrolls), allowing you to cast 8 entangles in the first round of a difficult battle, and clear them much easier than otherwise possible. Note that powerful monsters can resist Entangle, so it's not a guaranteed hit. Thank Zazmio for this idea.
You get one mayor once you hit level 15. After that, you get more mayors for having level 20+ characters. It used to be +1 mayor per 3 level 20's, but mutant changed the formula to be:
# of mayors = n / (2.8 + n / 60) + 1
Where 'n' is the number of level 20+ characters you have. It starts out the same but costs escalate at higher levels.
# Level 20's | # Mayors |
0 | 1 |
3 | 2 |
6 | 3 |
9 | 4 |
12 | 5 |
16 | 6 |
19 | 7 |
23 | 8 |
Frequently Asked Questions
It takes turns to do any game actions, and you start with a pool of 1000 turns. Different actions require a different cost in turns. Each hour you get 25 turns, and you can accumulate up to 2000 turns. These can be all spent when you feel like it, and you can also get up to 250 bonus turns / day from items and another 100 for voting for the game on three daily web game polls. There is no "pay to play", so it's a level playing field for the most part, with the most powerful player in the game more or less having the same number of game actions per day as a newbie.
There is a horizontal dividing line in the party list. Anyone above that line is the front row. Characters above the dividing line have lower defense, and possibly are more likely to be targeted. Characters below the line have higher defense, but melee weapons may have a back row penalty, which is deducted from attack value when used in the back row. Notably, halberds have no back row penalty, so warriors with halberds can be placed in the back row for added defense without losing any attack points. Higher level archers with high agility are actually a good choice for the front row since they have very high defense, thus acting to shield the halberd-armed warriors and spell casters in the back row.
Potions of Clarity and Diffusion are potions that remove negative buffs on your characters. They're worth a lot of money though, so it's generally better to keep ones you find to sell rather than use them. Negative buffs aren't a huge deal in this game and wear off pretty quickly so it's a waste of money not to sell them.
You can find from from monster drops, but I got most of mine by looking in a lot of shops. Look for towns with a high prosperity, as they will have more shops, and check each shops Enchanted tab. Shops in towns near dungeons may have many enchanted items because of players selling the loot.
Right clicking on the item will bring up a context menu of who to give it to. Sometimes the wrong item is transfered. This is because of a bug. If your mouse passes over another item, even if it's behind the menu, then it changes the item being given to that item. The workaround is to bring up the "give" menu with the right-click, then use the cursor keys to actually choose the recipient