This is a compilattion of several things you should know before you can make succesfull attacks. I'm not looking for credit in any form, I'm just put some stuff together in a guide. A lot of other persons have worked on defense guides in the past and they should receive the credits.
The guide will help you understand and succesfully calculate, together with external help, your targets defense. But it will not help you find a good target, this might be something to add later on. For the moment it is up to you to find the best target available to you.
This guide has 3 chapters.
1) Link to the online defense calculator: For those that already know how to calculate and prefer the speed of calculating it provides.
2) Simple explination how to calculate your targets defense and a link to Kyle's How to Attack guide.
3) Tips and Tricks on how not to fail!
1. PurpleSnails Legends CalculatorIzzionSona created a defense calculator for the game and keeps it updated. For this we are very thankfull!
Note that since this calculator is no feature of the game, feedback and bug reports should not be posted on this bugs section of this forum, but they should be send to IzzionSona. Simply use the
feedback page on either one of the websites.
Due to recent changes and testing IzzionSona suggested that we should use the mirror provided by zzled.
Purple Snails Defense CalculatorTip: Fill in all 4 fields to decrease the chances of failing to calculate the exact amount of defense your target has.
2. How to calculate your targets defenseSimply put are there two things you need to succesfully calculate your targets defense. His/her
raw defense and his/her
defensive modifiers.
Raw defense is calculated using a Far Sight (FS) and Spy on Military (SoM). FS will show the exact military numbers, but does not show which units are returning from battle. SoM does show you which units are send on an attack, but is inaccurate and can be off as much as 18%. I'll explain using the following example of a fictive kingdom.
Your Target #1
Race: Human
Land: 1,234
Footman: 3,000
Pikeman: 2,000
Longbowman: 5,000
Knight: 4,000
Battle Mage: 500
All defensive (and offensive) values can be found on the
military page in the
guide.
Without a SoM we will calculate his raw defense at:
(3000*0 + 2000*3 + 5000*6.7 + 4000*4 + 500*2) = 73,006.7
Always round up! So his raw defense will be 73,007. This is a lot but our following SoM shows that he send out all his knights. It is a lot harder to calculate your targets defense if he did not send all his knights. We'll have to remember the 18% inaccuracy before we can say how many knights he might have send.
Ok but asuming he has send all knights, he should have gotten the following SoM (I removed some irrelevant lines, but your SoM should look a lot like this one):
Military Units
Name Incoming Units Home (Incoming)
1 2 3 4 5 6 7 8 9 10 11 12
Footman - - - - - - - - - - - - 2,845(0)
Pikeman - - - - - - - - - - - - 2,205(0)
Longbowman - - - - - - - - - - - - 5,407(0)
Knight - - - - - - - - - - - - 0(0)
Battle Mage - - - - - - - - - - - - 481(0)
Military Units Away On Mission
Name Incoming Units Total
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Footman - - - - - - - - - - - - - - - - - - 0
Longbowman - - - - - - - - - - - - - - - - - - 0
Knight - - - - - - - - - 4222 - - - - - - - - 4,222
Battle Mage - - - - - - - - - - - - - - - - - - 0
Heroes - - - - - - - - - - - 5 - - - - - - 5
As you can see he left his Footmen home, which doesn't matter for us, as they have no defense. Note how all values are higher then those from the FS taken. If we didn't have that FS we would have added that 18% inaccuracy on top of the already too high value and we would get really high numbers, which we cannot hit with our current sendable offense.
With the SoM we can substract the knights and calculate his raw defense at:
(3000*0 + 2000*3 + 5000*6.7 + 500*2) = 57,007
Now we have his final raw defense. Next thing to check is his defensive modifiers. For this we'll need a
Spy on Improvements (SoI), a
Spy on Buildings (SoB) and a small trip to the bazaar.
Add kingdom walls and realm walls together. Lets say both were 3% so the total would be 6%.
The SoB will give you the amount of
Taverns the target has, along with all other buildings which are not important for the moment. Keep in mind that Terranoids cannot build taverns (so you wont need a SoB) and Eye Tyrant's Taverns are called Dark Monolith.
Tavern Forest 123 14.32%
Every 1% Taverns will provide a 0.7% defensive bonus. 14.32%*0.7 = 10.024%, which we'll round up (once again!) to 10.03%.
Bazaar: It is possible that the target will have an unique hero which provides an extra defense boost. From faith might we have Dina giving 10% and from faith death we have Shade providing 8% extra defense. You can add this modifier in the same way as you add up the improvement bonuses.
You can use a spell called
Revelation to check if the target has
Magic Shield on, which gives a 5% defensive bonus, but for this guide its easier if we just asume its on.
Now we're ready to calculate his final defensive modifiers:
6% (both imps) + 10.03% (taverns) + 5% (shield) = 21.03%
Now we can calculate the final modified defense of the target:
Raw defense * (1 + (defensive modifiers/100))
57,007 * 1.2103 = 68,996
You should be able to break the target if you send 68,997 but its often better to send some 100-200 extra op to make sure you don't fail.
The older guide
How to Attack created by Kyle should give a more complete and advance guide about how to attack. Keep in mind it is created during the beta's or during the first age, so it could miss a few things (like unique heroes).
3. Tips and Tricks1. Make sure you do not forget additional defensive bonuses like the unique heroes Dina (10%) & Shade (8%). There used to be a relic called Dreamcatcher that gave a small defensive bonus (3-6%), but this has now been removed from the game.
2. Always send extra offense to make sure you won't fail. This could just be 1% extra op. It is possible that someone in your targets realm gets hit and this would increase their realms walls with a very small percentage. This would cause a failed attack (also called bounce) and you would not have failed if you had send 1% extra offense.
3. If the information you have about the target is several hours old, you could have to refresh some operation to see if the target has not invested some extra resources in walls, as example. Usually the SoM and SoB give a nice overview of when your target will have incoming defense, but that still doesn't stop your target from casting a hourchange (see
Guide)!
4. If your target has Spires (see
Guide) it could be possible to see your own kingdoms information. Always check the name on top of the operation if its the correct one.
5. If you have donated $5 (
how to donate) or more during or at the start of the round, you gain access to a realm book and a search option. The realm book stores information you and your realm gathered on all targets, so you can more easily go back to see your targets statistics. The search option is a nice addon if you are looking for targets within a certain landrange.