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The Lost City – General 270 + Vargus + MMA with Besiegers and Bowmen


REQUIRED UNITS

WITHOUT BLOCKS WITH BLOCKS
  • 6x
  • 760 Bowman [-760]
  • 220 Cavalry [-220]
  • 908 Mounted Swordsman [-908]
  • 150 Knight [-150]
  • 170 Armored Marksman
  • 270 Mounted Marksman
  • 101 Besieger
  • 6x
  • 760 Bowman [-760]
  • 220 Cavalry [-220]
  • 796 Mounted Swordsman [-780]
  • 150 Knight [-150]
  • 170 Armored Marksman
  • 270 Mounted Marksman
  • 101 Besieger

REQUIRED RESOURCES

50.000 25.000 5.000 1.800 1.800
650 375 225 100

Quests in Adventure:

Mission Name Mission Description
Excavation Produce and use 6 Desert Shovels to remove all sand covering the City of Glory
Bandits Galore! Defeat all 6 desert bandit leaders.
Unleash The Power Liberate one od the altars and activate it with the proper offering.
Brak The Seals Activate the Altar of Nature
Activate the Altar of Fire
Activate the Altar of Wind
Activate the Altar of Water
Activate the Altar of Stone
Activate the Altar of Metal

Buffs in Provision House:

Appearance Name Costs Production Time
Provision House Rarity Provision House
Ritual Offering: Water 50.000 + 5.000 =
  • Level 1 – 30:00 minutes
  • Level 2 – 15:00 minutes
  • Level 3 – 10:00 minutes
  • Level 4 – 07:30 minutes
  • Level 5 – 06:00 minutes
  • Level 6 – 05:00 minutes
  • 06:00 minutes
Ritual Offering: Metal 100 =
Ritual Offering: Nature 25.000 =
Ritual Offering: Stone 650 =
Ritual Offering: Fire 225 =
Ritual Offering: Wind 375 =
Ritual Offering: Magic Stone 1 =
  • Level 1 – 15:00 minutes
  • Level 2 – 07:50 minutes
  • Level 3 – 05:00 minutes
  • Level 4 – 03:45 minutes
  • Level 5 – 03:00 minutes
  • Level 6 – 02:30 minutes
  • 03:00 minutes
Desert Shovel 300 + 300 =
  • Level 1 – 05:00 minutes
  • Level 2 – 02:30 minutes
  • Level 3 – 01:40 minutes
  • Level 4 – 01:15 minutes
  • Level 5 – 01:00 minute
  • Level 6 – 00:50 seconds
  • 01:00 minuta




During this venture, you can use special buffs that will allow us to reduce losses. Each altar must be activated immediately after the defeat of the leader and the conquest of the zone:


I Nature – Makes enemy horsemen and mounted bowmen always deal minimum damage for the duration of the adventure.


II Stone – Makes enemy swordclashers, swordwielders and swordmasters always deal minimum damage for the duration of the adventure.


III Wind – Makes enemy dune marksmen, desert marksmen and mounted bowmen always deal minimum damage for the duration of the adventure.


IV Water – Makes your knights and other mounted units always deal maximum damage for the duration of the adventure.


V Fire – Makes your arquebus-wielding units always deal maximum damage for the duration of the adventure.


VI Metal – Makes your sword-wielding units and artillery always deal maximum damage for the duration of the adventure.


Powerful Ritual Offering – You can use on any altar instead of the above rituals.


In the first wave we can use MSW instead normal General. Losses will be little bit smaller.

Garrison Camp Units in Camp Our Units
G1 1 150 Stone Cannon, 140 Sword Clasher 1 wave (200) 150 Bowman
2 wave (270) 270 Mounted Marksman [losses: 150Bow]
G1 2 200 Mounted Bowman, 200 Dune Marksman 1 wave (VAR) 82 Mounted Swordsman, 98 Mounted Marksman [losses: 82MS]
G1 3 200 Sword Clasher, 100 Dune Marksman,
Silly Thief
1 wave (200) 150 Bowman
2 wave (270) 32 Mounted Swordsman, 238 Mounted Marksman [losses: 32MS, 150Bow]
G1 4 350 Desert Marksman 1 wave (200) 140 Bowman
2 wave (270) 270 Mounted Marksman [losses: 140Bow]
G1 5 250 Desert Marksman, 80 Stone Cannon 1 wave (200) 120 Bowman
2 wave (270) 270 Mounted Marksman [losses: 120Bow]
G1 6 300 Mounted Bowman, Greedy Thief 1 wave (200) 150 Knight
2 wave (VAR) 79 Mounted Swordsman, 101 Besieger [losses: 150K, 79MS]
G2 7 100 Sword Master, 70 Mounted Bowman,
70 Stone Cannon
1 wave (MMA) 220 Cavalry
2 wave (VAR) 50 Mounted Swordsman, 130 Armored Marksman [losses: 50MS, 220C]
G2 8 100 Sword Clasher, 100 Horseman,
100 Sword Wielder
1 wave (270) 73 Mounted Swordsman, 87 Armored Marksman, 110 Mounted Marksman [losses: 73MS]
G2 9 100 Sword Wielder, 80 Horseman,
30 Dune Marksman, Smart Thief
1 wave (270) 84 Mounted Swordsman, 110 Armored Marksman, 76 Mounted Marksman [losses: 84MS]
G2 10 300 Stone Cannon 1 wave (270) 100 Mounted Swordsman, 170 Armored Marksman [losses: 100MS]
G2 11 100 Sword Master, 70 Desert Marksman 1 wave (VAR) 63 Mounted Swordsman, 117 Armored Marksman [losses: 63MS]
G2 12 75 Mounted Bowman, 75 Sword Master,
Mysterious Thief
1 wave (VAR) 76 Mounted Swordsman, 104 Armored Marksman [losses: 76MS]
G3 13 50 Sword Master, 50 Horseman,
50 Desert Marksman
1 wave (VAR) 52 Mounted Swordsman, 128 Armored Marksman [losses: 52MS]
G3 14 100 Sword Master, 100 Horseman 1 wave (270) 65 Mounted Swordsman, 100 Armored Marksman, 105 Mounted Marksman [losses: 65MS]
G3 15 300 Desert Marksman,
150 Dune Marksman,
Mysterious Thief
1 wave (200) 200 Bowman
2 wave (270) 8 Mounted Swordsman, 262 Mounted Marksman [losses: 8MS, 200Bow]
G4 16 140 Sword Clasher, 140 Horseman 1 wave (270) 64 Mounted Swordsman, 206 Mounted Marksman [losses: 64MS]
G4 17 150 Sword Wielder, 60 Desert Marksman,
Sneaking Thief
1 wave (VAR) 80 Mounted Swordsman, 60 Armored Marksman, 40 Besieger [losses: 80MS]

OPTION WITH BLOCKING:

See how to make blocks
Camp 11Camp 14

From Ga (200 Mounted Swordsman) send General to camp 11, shortly after
from W (1 wave (VAR) 76 Mounted Swordsman, 104 Armored Marksman) send Vargus to camp 12.

From Gb (160 Mounted Swordsman, 40 Armored Marksman) send General to camp 14, shortly after
from G3 (1 wave (200) 200 Bowman) send General to camp 15, shortly after
from W (2 wave (270) 8 Mounted Swordsman, 262 Mounted Marksman) send Major to camp 15.