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Science System – General


Quartermaster Skills:

In total, we admit Quartermaster 7 points out of 14 possible.

MANUSCRIPT:

Logistics Apprentice
1/3 – increases unit capacity by 65
2/3 – increases unit capacity by 130
3/3 – increases unit capacity by 200

Navigation Apprentice
1/3 – reduces the general’s travel time by 4%
2/3 – reduces the general’s travel time by 8%
3/3 – reduces the general’s travel time by 12%

TOME:

Logistics Journeyman (from 26 level)
1/3 – increases unit capacity by 115
2/3 – increases unit capacity by 230
3/3 – increases unit capacity by 350

Navigation Journeyman (from 26 level)
1/3 – reduces the general’s travel time by 7%
2/3 – reduces the general’s travel time by 14%
3/3 – reduces the general’s travel time by 21%

CODEX:

Logistics Master (from 40 level)
3/3 – increases unit capacity by 450

Navigation Master (from 40 level)
3/3 – reduces the general’s travel time by 30%



General Skills:

In total, we admit General 21 points out of 52 possible.

MANUSCRIPT:

Rapid Fire
1/3 – increases maximum attack damage of your bowmen by 5
2/3 – increases maximum attack damage of your bowmen by 10
3/3 – increases maximum attack damage of your bowmen by 15

Juggernaut
1/3 – increases the general’s attack damage by 20 and gives his/her attacks a 33% chance of dealing splash damage.
2/3 – increases the general’s attack damage by 40 and gives his/her attacks a 66% chance of dealing splash damage.
3/3 – increases the general’s attack damage by 60 and gives his/her attacks a 100% chance of dealing splash damage.

First Aid
1/3 – recovers 3% of lost units after every battle.
2/3 – recovers 6% of lost units after every battle.
3/3 – recovers 9% of lost units after every battle.

Jog
1/3 – adds 33% to the general’s movement speed when returning to or tranferring the garrison.
2/3 – adds 66% to the general’s movement speed when returning to or tranferring the garrison.
3/3 – adds 100% to the general’s movement speed when returning to or tranferring the garrison.

TOME:

Sniper Training (from 26 level)
1/3 – increases your longbowmen’s and regular marksmen’s minimum attack damage by 45% , and the maximum by 5%
2/3 – increases your longbowmen’s and regular marksmen’s minimum attack damage by 85% , and the maximum by 10%
3/3 – increases your longbowmen’s and regular marksmen’s minimum attack damage by 130% , and the maximum by 15%

Overrun (from 26 level)
1/3 – decreases HP of enemy bosses by 8%
2/3 – decreases HP of enemy bosses by 16%
3/3 – decreases HP of enemy bosses by 25%

Hostile Takeover (from 26 level)
1/3 – when this army wins a battle, gain 1 recruit mercenary for every 600 experience worth of enemies defeated.
2/3 – when this army wins a battle, gain 1 recruit mercenary for every 300 experience worth of enemies defeated.
3/3 – when this army wins a battle, gain 1 recruit mercenary for every 200 experience worth of enemies defeated.

Navigation Crash Course (from 26 level)
1/3 – reduces the general’s travel time by 15%
2/3 – reduces the general’s travel time by 30%
3/3 – reduces the general’s travel time by 45%

Unstoppable Charge (from 33 level)
1/3 – increases maximum attack damage of your swift units by 1, and gives their attacks a 33% chance of dealing splasg damage.
2/3 – increases maximum attack damage of your swift units by 2, and gives their attacks a 66% chance of dealing splasg damage.
3/3 – increases maximum attack damage of your swift units by 3, and gives their attacks a 100% chance of dealing splasg damage.

Battle Frenzy (from 33 level)
1/3 – increases attack damage of this army by 10% after every combat round.
2/3 – increases attack damage of this army by 20% after every combat round.
3/3 – increases attack damage of this army by 30% after every combat round.

Fast Learner (from 33 level)
1/3 – increases experience points gained gained by defeating enemy units by 10%
2/3 – increases experience points gained gained by defeating enemy units by 20%
3/3 – increases experience points gained gained by defeating enemy units by 30%

Just A Flesh Wound (from 33 level)
1/3 – reduces the general’s recovery time by 15%
2/3 – reduces the general’s recovery time by 30%
3/3 – reduces the general’s recovery time by 45%

CODEX:

Cleave (from 40 level)
1/3 – increases the attack damage of your elite soldiers by 4, and gives their attacks a 33% chance of dealing splash damage.
2/3 – increases the attack damage of your elite soldiers by 8, and gives their attacks a 66% chance of dealing splash damage.
3/3 – increases the attack damage of your elite soldiers by 12, and gives their attacks a 100% chance of dealing splash damage.

Weekly Maintenance (from 40 level)
1/3 – increases attack damage of your heavy units by 10
2/3 – increases attack damage of your heavy units by 20
3/3 – increases attack damage of your heavy units by 30

Garrison Annex (from 40 level)
1/3 – increases unit capacity by 5
2/3 – increases unit capacity by 10
3/3 – increases unit capacity by 15

Confident Leader (from 40 level)
1/3 – reduces the length of combat rounds by 15%
2/3 – reduces the length of combat rounds by 30%
3/3 – reduces the length of combat rounds by 45%

Lightning Slash (from 45 level)
1/1 – the general attacks twice per round. The second attack’s initiative is “Last Strike”

Master Planner (from 45 level)
1/1 – adds 10% to this army’s accuracy.

Bounty Hunter (from 45 level)
1/1 – after an adventure, gain 1 star coin for every 1.000 experience worth of enemies defeated by this army.

1-Up (from 45 level)
1/1 – the general recovers instantly after their first defeat in every adventure.

No matter what skills we choose, all guides will remain current (with blocks and without blocks) but we have to remember for generals from tavern not add skills to increase the army’s attack (juggernaut, battle frenzy, overrun, unstoppable charge, etc)
Some skills may slightly reduce the losses of our units given in the guides.

SKILLS USED IN WIKI GUIDES

270 270 MMA
Juggernaut 1/3
Overrun 3/3
Battle Frenzy 3/3
Garrison Annex 3/3
Master Planner 1/1
Juggernaut 1/3
Overrun 3/3
Unstoppable Charge 3/3
Battle Frenzy 1/3
Garrison Annex 3/3
Master Planner 1/1
Juggernaut 2/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1 or 1-Up 1/1
NUS VAR ANS
Rapid Fire 3/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1
Juggernaut 2/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1
Juggernaut 3/3
Battle Frenzy 3/3
Garrison Annex 3/3
Weekly Maintenance 2/3
Master Planner 1/1

SUGGESTIONS: