![]() Unless the status (Att/Def/Health) of defenders is generally weak and requires fortification to enhance & increase the chance of fending off attackers. Strategy Note: Since all lands in Land-of-Mist are not permanent, it may be strategically better to just occupy the land until it expires, without spending precious energy to fortify it.However, fortifier still will receive the corresponding Player EXP (and Engineer Points) with respect to the amount spent. Note: Any excess energy spent for a particular level DOES NOT carry over to the next.It covers either the 'Build' or the 'Upgrade' level. ** Target Level means your next level, not the current level.'Build' level, not increasing their 'Upgrade' level to 10). Fortification also provides Engineer Points for players, and there is a Guild Achievement for constructing 10 footmen (i.e. Footmen may also be leveled up to increase their strength. Individual footmen are built when their energy requirements are met, and persist for the lifetime of the land (disappearing when the land expires or is stolen). Each fortification action costs 25 energy, one wood, and one iron. While the land is in the Protected mode, players have the chance to fortify the land, and create non-player character footmen to take up defense slots. Note: There are 2 timers on each occupied land The top timer shows the remaining time of that land under protected mode (or conversely, T-minus before land is open to public attack) and the bottom timer showing the "life span" of that land before it disappear permanently regardless of players stationed there or the amount of fortification done.One defender must be a player, but the rest may be footmen, built from fortifications. In order to defend the land, the guild must have at least 10 defenders in the land when it switches to defense mode, otherwise it will disappear and be lost. After that, the land will cycle between a 48 hour Protection period, during which guild members can join in defense and fortify the land, and a 24 hour Vulnerable period, during which players in other guilds will have the opportunity to attack defenders within the land and attempt to steal it. Once you have cleared your land of monsters, you will have a 24 hour collection period. Lower tiers may have errors in both level breaks as well as monster sets. ![]() NOTE: Highest tiers (from level 800 onwards) are likely to be correct regarding monsters but exact level breaks might not be correct. The average will fall into one of several ranges, from which one or more monsters will be chosen, with duplicates possible. The possible monster(s) that spawn within lands are based solely on the average level of all players within the guild. On collection, the player will receive Hunter Points equal to the amount of stamina used on the monster, along with credit towards the "X Monster Collects" objectives in Hunter path if at least 200 stamina is used. If the land has multiple monsters, not all monsters need be defeated simultaneously (you can kill one monster, wait for the second monster to respawn, kill it, and then get the land after the collection period). If a monster should fail, another monster will spawn 24 hours after the first monster fled. Once all monsters are defeated, the land will enter a 24 hour collection period in order to allow guild members to collect loot. ![]() In order to clear a land of monsters, all monsters must be defeated at least 24 hours before the land timer expires. Most guilds will get 2 monsters per explore (normal or hard), but if the average level of all players within the guild exceeds 1000, you will start getting 3 monsters per explore instead sometimes and once this average level exceeds 1250 you will get 3 monsters on every explore. After these have been cleared and the 24hr collection period has ended, instead of the land going into protected mode, there is a small chance it will become a Legendary Mine with an Ouroboros to defeat: Land of Mist Legendary Mine: Ouroboros. The hard explore will generate combination of Samael, Vargulis or Cronus Astaroth. The normal explore will generate monsters according to table below, including the Conquest exclusive Orc Band, Orc Horde or Orc Host. a guild officer will have the option of either a normal explore or a hard explore. Upon confirmation of exploring, the land will spawn one or more monsters to defeat, and the 336 hour timer will start. In order to explore a land, one must be a guild officer or master. By clearing lands of monsters, guilds have an opportunity to collect resources, increase their guild rank, and collect Hero Crystals. Once started, each land will have a maximum lifetime of 2 weeks, or 336 hours. All guilds start with 5 Land of Mist lands ready to explore.
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