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Wildernesses are regions on the [[Map|map]], which improves production of the relevant resource when conquered. The regions vary in level from 1 to 10. Each level increases your base production by 5%. In wilderness regions from levels 5 up to 10, you may find [[crest]]s.
[[File:Wilderness.jpg|thumb]]Wildernesses are regions on the [[Map|map]] that can be conquered and may be hills, mountains, lakes, forests, plains or bogs/Dark Forests (although bogs can only be attacked when they become a Dark Forest.) Conquering these regions will improve production of the relevant resource. How the level of the region (level 1 will give you 5% and level 10 will give you 50% more resources; each level gives you 5% more: level x 5 e.g. LVL 3 wild x 5 is 15% ). The level of the region determines how hard the region is to conquer and, therefore, how many troops you will need. Before you try to conquer the region, you can scout to get an idea of what kind of [[Troops |troops]] you will need. In wilderness regions from levels 5 up to 10 you may find [[crest]]s. They are not random, dropping at a rate of 15%. 100 wilds hit will most likely get you 15 that you find will be random. The higher your attacking knight's skill and loyalty the more likely he will be to find a crest.
 
   
  +
The level of the region determines how hard the region is to conquer and, therefore, how many Troops you will need. Before trying to conquer the region, you can scout to get an idea of what kind of troops you will need.
__TOC__
 
  +
=='''Units in Wilderness'''==
 
  +
==Types==
This chart indicates how many troops you have to send in an unoccupied wilderness:
 
{| align="center" border="1" cellpadding="2" style="border-collapse: collapse; font-size: 11px;"
+
{| border="1" cellpadding="4" style="border-collapse: collapse;"
|- class="even" style="background:#ECD26E;" valign="top"
+
|- style="background:#ECD26E;"
! style="text-align: center;"|Level
+
! scope="col" colspan="4" style="text-align:center;"|Wilderness
! style="text-align: center;"|Supply<br />Troop
+
! scope="col" rowspan="2" style="text-align:left"|Description
! style="text-align: center;"|Militiamen
+
|- style="text-align:center; background:#ECD26E;"
! style="text-align: center;"|Scout
+
! style="text-align:left"|Name
  +
! Level 1-3
! style="text-align: center;"|Pikemen
 
  +
! Level 4-6
! style="text-align: center;"|Swordsmen
 
  +
! Level 7-10
! style="text-align: center;"|Archer
 
  +
|-
! style="text-align: center;"|Cavalry
 
  +
|Plains
! style="text-align: center;"|Heavy<br />Cavalry
 
  +
|[[File:plains_lvl1.png]]
! style="text-align: center;"|Ballistae
 
  +
|[[File:plains_lvl4.png]]
! style="text-align: center;"|Battering<br />Ram
 
  +
|[[File:plains_lvl7.png]]
! style="text-align: center;"|Catapult
 
  +
|Cities are built on Plains.<br />Does not give any bonus to resource production.
! style="text-align: center;"|
 
  +
|-
! style="text-align: center;"|Troop Total
 
  +
|Grassland
|- class="odd"
 
  +
|[[File:grasslands_lvl1.png]]
| align="right"|1
 
  +
|[[File:grasslands_lvl4.png]]
| align="right"|50
 
  +
|[[File:grasslands_lvl7.png]]
| align="right"|50
 
  +
|Grasslands improve food production.
  +
|-
  +
|Lake
  +
|[[File:lake_lvl1.png]]
  +
|[[File:lake_lvl4.png]]
  +
|[[File:lake_lvl7.png]]
  +
|Lakes improve food production.
  +
|-
  +
|Woods
  +
|[[File:forest_lvl1.png]]
  +
|[[File:forest_lvl4.png]]
  +
|[[File:forest_lvl7.png]]
  +
|Woods improve wood production.
  +
|-
  +
|Hills
  +
|[[File:hills_lvl1.png]]
  +
|[[File:hills_lvl4.png]]
  +
|[[File:hills_lvl7.png]]
  +
|Hills improve stone production.
  +
|-
  +
|Mountain
  +
|[[File:mountains_lvl1.png]]
  +
|[[File:mountains_lvl4.png]]
  +
|[[File:mountains_lvl7.png]]
  +
|Mountains improve ore production.
  +
|-
  +
|Bog
  +
|[[File:bog_lvl1.png]]
  +
|[[File:bog_lvl4.png]]
  +
|[[File:bog_lvl7.png]]
  +
|Bogs are impenetrable wilds. They cannot be conquered or attacked. Bogs transform into dark forests.
  +
|-
  +
|Dark Forest
  +
|[[File:boss_lvl1.png]]
  +
|[[File:boss_lvl4.png]]
  +
|[[File:boss_lvl7.png]]
  +
|Dark forests are special regions inhabited by unique creatures. When defeated, they give [[aetherstone]]s and transform back to bogs. A level 10 dark forest has its own [[:File:boss_lvl10.png|picture]]. See [[Dark Forests]] for more information.The level 10 picture is incorrect on this table.
  +
|}
  +
  +
==Units==
  +
Players have determined that the number of troops and defence units (traps) in an unoccupied wilderness is fixed and are as shown in the table below. This is true for Plains, Grasslands, Lakes, Hills and Mountains, but not for Dark Forests.
  +
  +
{| border="1" cellpadding="2" style="border-collapse:collapse; font-size:11px; text-align:right;"
  +
|- style="background:#ECD26E; line-height:1.5; text-align:left;" valign="top "
  +
! style="text-align:center; line-height:3"|Level
  +
! style="width:50px"|Supply<br />Troop
  +
! style="width:50px"|Militia-<br />man
  +
! style="width:50px"|Scout
  +
! style="width:50px"|Pikemen
  +
! style="width:50px"|Swords-<br />man
  +
! style="width:50px"|Archer
  +
! style="width:50px"|Cavalry
  +
! style="width:50px"|Heavy<br />Cavalry
  +
! style="width:50px"|Ballista
  +
! style="width:50px"|Battering<br />Ram
  +
! style="width:50px"|Catapult
  +
! style="width:50px"|Troop Total
  +
! style="width:50px; border-left:2px solid;"|Traps
  +
|-
  +
| 1
  +
| 50
  +
| 50
 
|
 
|
 
|
 
|
Line 33: Line 95:
 
|
 
|
 
|
 
|
  +
| '''100'''
  +
| style="border-left:2px solid;"|
  +
|-
  +
| 2
  +
| 100
  +
| 100
  +
| 50
  +
| 50
 
|
 
|
| style="text-align: right;"|'''100'''
 
|- class="even"
 
| align="right"|2
 
| align="right"|100
 
| align="right"|100
 
| align="right"|50
 
| align="right"|50
 
 
|
 
|
 
|
 
|
Line 47: Line 110:
 
|
 
|
 
|
 
|
  +
| '''300'''
  +
| style="border-left:2px solid;"| 5
  +
|-
  +
| 3
  +
| 200
  +
| 200
  +
| 100
  +
| 100
  +
| 50
 
|
 
|
| align="right"|
 
| align="right"|'''300'''
 
|- class="odd"
 
| align="right"|3
 
| align="right"|200
 
| align="right"|200
 
| align="right"|100
 
| align="right"|100
 
| align="right"|50
 
 
|
 
|
 
|
 
|
Line 62: Line 125:
 
|
 
|
 
|
 
|
  +
| '''650'''
  +
| style="border-left:2px solid;"| 10
  +
|-
  +
| 4
  +
| 500
  +
| 500
  +
| 200
  +
| 200
  +
| 100
  +
| 50
 
|
 
|
| align="right"|
 
| align="right"|'''650'''
 
|- class="even"
 
| align="right"|4
 
| align="right"|500
 
| align="right"|500
 
| align="right"|200
 
| align="right"|200
 
| align="right"|100
 
| align="right"|50
 
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
  +
| '''1,550'''
  +
| style="border-left:2px solid;"| 20
  +
|-
  +
| 5
  +
| 1000
  +
| 1000
  +
| 500
  +
| 500
  +
| 200
  +
| 100
  +
| 50
 
|
 
|
| align="right"|
 
| align="right"|'''1,550'''
 
|- class="odd"
 
| align="right"|5
 
| align="right"|1000
 
| align="right"|1000
 
| align="right"|500
 
| align="right"|500
 
| align="right"|200
 
| align="right"|100
 
| align="right"|50
 
 
|
 
|
 
|
 
|
 
|
 
|
  +
| '''3,350'''
  +
| style="border-left:2px solid;"| 50
  +
|-
  +
| 6
  +
| 1500
  +
| 1500
  +
| 1000
  +
| 1000
  +
| 500
  +
| 200
  +
| 100
 
|
 
|
| align="right"|
 
| align="right"|'''3,350'''
 
|- class="even"
 
| align="right"|6
 
| align="right"|1500
 
| align="right"|1500
 
| align="right"|1000
 
| align="right"|1000
 
| align="right"|500
 
| align="right"|200
 
| align="right"|100
 
 
|
 
|
 
|
 
|
 
|
 
|
  +
| '''5,800'''
  +
| style="border-left:2px solid;"| 100
  +
|-
  +
| 7
  +
| 3000
  +
| 3000
  +
| 1500
  +
| 1500
  +
| 1000
  +
| 500
  +
| 200
  +
| 50
 
|
 
|
| align="right"|
 
| align="right"|'''5,800'''
 
|- class="odd"
 
| align="right"|7
 
| align="right"|3000
 
| align="right"|3000
 
| align="right"|1500
 
| align="right"|1500
 
| align="right"|1000
 
| align="right"|500
 
| align="right"|200
 
| align="right"|50
 
 
|
 
|
 
|
 
|
  +
| '''10,750'''
  +
| style="border-left:2px solid;"| 150
  +
|-
  +
| 8
  +
| 6000
  +
| 6000
  +
| 3000
  +
| 3000
  +
| 1500
  +
| 1000
  +
| 500
  +
| 100
  +
| 50
 
|
 
|
| align="right"|
 
| align="right"|'''10,750'''
 
|- class="even"
 
| align="right"|8
 
| align="right"|6000
 
| align="right"|6000
 
| align="right"|3000
 
| align="right"|3000
 
| align="right"|1500
 
| align="right"|1000
 
| align="right"|500
 
| align="right"|100
 
| align="right"|50
 
 
|
 
|
  +
| '''21,150'''
  +
| style="border-left:2px solid;"| 300
  +
|-
  +
| 9
  +
| 12000
  +
| 12000
  +
| 6000
  +
| 6000
  +
| 3000
  +
| 1500
  +
| 1000
  +
| 200
  +
| 100
  +
| 50
 
|
 
|
  +
| '''41,850'''
| align="right"|
 
  +
| style="border-left:2px solid;"| 600
| align="right"|'''21,150'''
 
  +
|-
|- class="odd"
 
  +
| 10
| align="right"|9
 
  +
| 25000
| align="right"|12000
 
  +
| 25000
| align="right"|12000
 
  +
| 12000
| align="right"|6000
 
  +
| 12000
| align="right"|6000
 
  +
| 6000
| align="right"|3000
 
  +
| 3000
| align="right"|1500
 
  +
| 1500
| align="right"|1000
 
  +
| 400
| align="right"|200
 
  +
| 200
| align="right"|100
 
  +
| 100
| align="right"|50
 
|
+
| 50
  +
| '''85,250'''
| align="right"|
 
  +
| style="border-left:2px solid;"| 1200
| align="right"|'''41,850'''
 
|- class="even"
 
| align="right"|10
 
| align="right"|25000
 
| align="right"|25000
 
| align="right"|12000
 
| align="right"|12000
 
| align="right"|6000
 
| align="right"|3000
 
| align="right"|1500
 
| align="right"|400
 
| align="right"|200
 
| align="right"|100
 
| align="right"|50
 
| align="right"|
 
| align="right"|'''85,250'''
 
 
|}
 
|}
   
Traps and troops regenerate at a rate of 100% every minute.<ref>[http://wikiduh.com/153/quick-tips-for-kindoms-of-camelot-web-game See table 2]</ref>
+
Traps and troops regenerate at a rate of 10% every 5 minutes. Hence, they are fully regenerated (100%) with resources, traps and troops after 50 minutes.
   
=='''Fighting in the Wilderness'''==
+
==Conquering a Wilderness==
  +
===Multi-wave Attacks===
Note that the determined by the combat skill of both your knight and your '''research levels''' in [[Fletching]], [[Metal Alloys]], [[Poisoned Edge]] and [[Healing Potions]]. You can also enhance your troops battling by applying some items, such as: [[Blood Lust]], [[Blood Frenzy]], [[Barkskin]] and [[Stoneskin]].
 
  +
To save resources, attacks are usually sent in two waves. The first wave, or suicide wave, is made up of cheaper troops like [[Militiaman|Militiamen]] or [[Supply Trooper|Supply Troops]] to clear [[Defensive_Unit|Traps]]. The number of troops in the suicide wave is equal to the number of traps.
   
  +
Make sure your [[Rally Point]] is at least level 2 to send two attacks from the same location. You must also have at least 2 idle [[Knights]]. Time your waves so that the second wave hits almost immediately after the first wave. The longer the delay, the more traps can regenerate and kill troops in the second wave. Some players advise to send the second wave within as little as 15 seconds after the first.
{C}Send as many militia or supply troops as there are traps in the first wave, and they will all be sacrificed to the traps.
 
   
  +
===Timing Waves===
Tip: If you make a mistake with sending the second wave too late or too early, you can substitute scouts for the first wave to prevent the loss of more expensive archers or siege.
 
  +
#Include 1 of the slowest unit in your second wave in the first wave. Then, simply send the second wave immediately after. Examples can be found below.
  +
#To avoid losing that 1 slowest unit, send your slower wave (probably second wave) first. Then, carefully monitor your "Troop Activity" tab and time your suicide wave to hit first.
   
==='''Crests in the Wilderness'''===
 
Starting with the [[Tournament|Tournament of Crests]], [[Crests|crests]] started dropping in the game. These are needed to build your [[Third_City|third]], [[Fourth_City|fourth]], [[Fifth_City|fifth]], [[Sixth_City|sixth]], and [[Seventh_City|seventh]] cities.
 
 
For more information, see [[Crest|crest]] and [[Crest Drop Research|Crest_Drop_Research]].
 
 
Newer Released crests : Galahad, Percival and King Arthur crests are meant to be available in wilds now; they can be found in Lvl 8+ wilds.
 
 
Morgana, Mordred,, Pendragon and Lady of the Lake Seals have also been released. They are found in lvl 8+ wilds and, generally, are harder to find.
 
 
New research from confirmed data suggest level 8 has the Highest rate of crest drops for 5th 6th and 7th cities.
 
 
==='''Multi-wave Attacks'''===
 
Your rally point must be at least LVL 2 to send two attacks from the same location. You must also have at least 2 idle knights not assigned to a role or on a march. You need to time the 2 waves so that the archers arrive 1-15 seconds after the militia. You need fletching researched to higher than the level of the wilderness you are attacking to limit your losses. Make your immediately after the 1st wave as traps will begin to respawn within 1-2 minutes and will kill your troops in Wave 2. To help with coordinating one of the slowest type in the first wave along with the second. On attacks with ballistae, add 1 ballista to the militia wave to slow down the first wave. The [[Troop Speed]] page has a link to a web-based calculator which includes all skill effects. You can follow the link here: <span class="plainlinks">[http://greenman.webhop.org/html/troopspeed.html KoC Troop Speed Calculator]</span>. I have tried it and yes, using only MM is an alternative to beating Lv.10 wilds. It took me 3 waves of 100k, the first 2 waves were lost and the 3rd wave suffered 50% losses, but I still got it.
 
   
 
==='''Optimal Situations'''===
 
==='''Optimal Situations'''===
It is possible to completely overwhelm any level wilderness to achieve nearly zero lost troops while conquering wildernesses or searching for crests. This also shows practical amounts of troops. Here is a basic chart that indicates the troops needed to defeat different levels:
+
It is possible to completely overwhelm any level wilderness to achieve nearly zero loss of troops. The table below shows the troops needed to defeat the different levels. All scenarios shown have no loss of troops (excluding suicide wave), unless otherwise indicated.
{| align="center" border="1" cellpadding="4" style="border-collapse: collapse; font-size: 11px; height: 500px; width: 500px; "
 
|- style="background:#ECD26E;" valign="top"
 
! scope="col"|Wilderness<br />Level
 
! scope="col"|Resource<br />Bonus
 
! align="center" scope="col"|Wave 1 - Suicide Squad<br />to use up traps
 
! scope="col"|Wave 2 - Main Attack<br />
 
| style="text-align: center; width: 160px;"|'''Troop Losses'''
 
|'''Minimum'''
 
'''Fletching'''
 
| style="text-align: center;"|'''Rally'''
 
'''Point''' {C}'''Level'''
 
|-
 
| align="center" valign="middle"|1
 
| align="center" valign="middle"|5%
 
| style="text-align: center;" valign="middle"|n/a
 
| style="text-align: center;" valign="middle"|
 
160 milita
 
| style="vertical-align: middle; text-align: center; width: 160px;"|8 milita
 
| style="vertical-align: top; text-align: center;"|0
 
| style="vertical-align: top; text-align: center;"|1
 
|-
 
| align="center" valign="middle"|1
 
| align="center" valign="middle"|5%
 
| style="text-align: center;" valign="middle"|n/a
 
| style="text-align: center;" valign="middle"|60 swordsmen '''OR''' pikes '''OR''' 80 archers
 
| style="vertical-align: middle; text-align: center; width: 160px;"|None
 
| style="vertical-align: top; text-align: center;"|1+
 
| style="vertical-align: top; text-align: center;"|1+
 
|-
 
| align="center" valign="middle"|2
 
| align="center" valign="middle"|
 
<p style="text-align:center">10%</p>
 
| style="text-align: center;" valign="middle"|5 militia
 
500 militia
 
| align="center" valign="middle"|
 
<p style="text-align:center">130 archers</p>
 
<p style="text-align:center">-</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
<p style="text-align:center">127 militia</p>
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">2+</p>
 
<p style="text-align:center">0</p>
 
| style="vertical-align: top; text-align: center;"|
 
2+ {C}2+
 
|-
 
| align="center" valign="middle"|3
 
| align="center" valign="middle"|
 
<p style="text-align:center">15%</p>
 
| style="text-align: center;" valign="middle"|10 militia
 
| align="center" valign="middle"|
 
<p style="text-align:center">520 archers</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|1st Wave
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">3+</p>
 
| style="vertical-align: top; text-align: center;"|
 
2+
 
|-
 
| align="center" valign="middle"|4
 
| align="center" valign="middle"|
 
<p style="text-align:center">20%</p>
 
| style="text-align: center;" valign="middle"|20 militia
 
| align="center" valign="middle"|
 
<p style="text-align:center">1,600 archers</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">4+</p>
 
| style="vertical-align: top; text-align: center;"|
 
2+
 
|-
 
| align="center" valign="middle"|5
 
| align="center" valign="middle"|
 
<p style="text-align:center">25%</p>
 
| style="text-align: center;" valign="middle"|
 
50 militia
 
| align="center" valign="middle"|
 
<p style="text-align:center">2,200 archers '''OR''' 300 ballistae</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">6+</p>
 
| style="vertical-align: top; text-align: center;"|
 
2+
 
|-
 
| style="text-align: center;" valign="middle"|6
 
| style="text-align: center;" valign="middle"|30%
 
| style="text-align: center;" valign="middle"|100 militia
 
| align="center" valign="middle"|
 
<p style="text-align:center">3,000 archers '''OR''' 700 ballistae</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">7+</p>
 
| style="vertical-align: top; text-align: center;"|
 
2+
 
|-
 
| style="text-align: center;" valign="middle"|7
 
| style="text-align: center;" valign="middle"|30%
 
| style="text-align: left;" valign="middle"|149 militia + 1 ballista
 
| style="text-align: center;" valign="middle"|8,000 archers +500 ballistae
 
| style="vertical-align: middle; text-align: center; width: 160px;"|1st wave
 
| style="vertical-align: top; text-align: center;"|7+
 
| style="vertical-align: top; text-align: center;"|2+
 
|-
 
| style="text-align: center;" valign="middle"|
 
7
 
| style="text-align: center;" valign="middle"|35%
 
| style="text-align: left;" valign="middle"|
 
<p style="text-align:center">150 militia</p>
 
| style="text-align: center;" valign="middle"|
 
6,000 archers '''OR''' 1,800 ballistae
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
| style="vertical-align: top; text-align: center;"|
 
8+
 
| style="vertical-align: top; text-align: center;"|
 
2+
 
|-
 
| align="center" valign="middle"|8
 
| align="center" valign="middle"|40%
 
| style="text-align: center;" valign="middle"|
 
299 miltia + 1 ballista {C
 
OR
 
*300 militia
 
| align="center" valign="middle"|
 
9,111 archers + 1000 ballistae
 
   
  +
Note that the these numbers are best estimates and not absolutes, but have been shown to work for most players. There are many factors that determine the battle, including the combat skill of your knight and your [[research]] levels. You can also enhance your troops by applying items, such as: [[Blood Lust]], [[Blood Frenzy]], [[Barkskin]] and [[Stoneskin]].
'''OR'''
 
   
  +
As a general rule, send the knight with the highest combat skill for your second wave and ensure your research levels are at least one level above the level of the wilderness you are attacking.
3,300 ballistae
 
   
  +
{| align="center" border="1" cellpadding="4" style="border-collapse:collapse; text-align:center;"
'''OR'''
 
 
*48,600 archers-ARCHERS LOST
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
 
 
 
1st Wave+ 1 archer
 
 
'''OR'''
 
 
1st Wave
 
| style="vertical-align: middle; text-align: center;"|
 
9+
 
| style="vertical-align: middle; text-align: center;"|2+
 
|-
 
| style="text-align: center; vertical-align: middle;"|9
 
| style="text-align: center; vertical-align: middle;"|45%
 
| style="text-align: center; vertical-align: middle;"|
 
599 militia + 1 ballista
 
| style="text-align: center; vertical-align: middle;"|
 
13,137 archers + 1,700 ballistae
 
 
'''OR'''
 
 
5,500 ballistae
 
 
'''OR'''
 
 
*11,250 ballistae
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
1st Wave
 
| style="vertical-align: middle; text-align: center;"|
 
10
 
| style="vertical-align: middle; text-align: center;"|
 
2+
 
|-
 
| align="center" valign="middle"|
 
10
 
| align="center" valign="middle"|
 
<p style="text-align:center">50%</p>
 
| style="text-align: center;" valign="middle"|
 
1st Option 1199 militia + 1 catapult {C}
 
 
2nd Option {C}1200 militia
 
| align="center" valign="middle"|
 
a) 35,000 archers + 2,500 catapults
 
 
'''OR '''
 
 
'''b) '''10,425 catapults
 
 
OR
 
 
c) 69500 archers + 3000 catapults
 
 
2nd Option 1 militia + 99,999 archers
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave +</p>
 
 
<p style="text-align:center">6 Archers & 50 catapults</p>
 
 
<p style="text-align:center">'''OR'''</p>
 
 
<p style="text-align:center">1st Wave + 50 catapults</p>
 
 
<p style="text-align:center">OR</p>
 
 
<p style="text-align:center">1st wave + 5 archers</p>
 
 
<p style="text-align:center">2nd Option</p>
 
 
<p style="text-align:center">1st wave plus 1500 archers</p>
 
| style="vertical-align: top; text-align: center;"|
 
<p style="text-align:center">10</p>
 
| style="vertical-align: top; text-align: center;"|
 
8+
 
|-
 
| style="text-align: center;" valign="middle"|10
 
| style="text-align: center;" valign="middle"|50%
 
| style="text-align: center;" valign="middle"|1199 militia<br />+<br />1 catapult
 
| align="center" valign="middle"|
 
<p style="text-align:center">10,425 catapults</p>
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
<p style="text-align:center">1st Wave</p>
 
| style="vertical-align: middle; text-align: center;"|
 
<p style="text-align:center">11</p>
 
| style="vertical-align: middle; text-align: center;"|
 
2+
 
|-
 
| align="center" valign="middle"|10
 
| align="center" valign="middle"|50%
 
| style="text-align: center;" valign="middle"|
 
1199 Milita men + 1 Catapult
 
 
Second Option: 1200 militia
 
 
Third Option :
 
 
1199 mm + 1 Catapult
 
| align="center" valign="middle"|
 
134292 Archers + 11689 Ballista + 4019 Catapults
 
 
 
 
 
 
90k Catapults
 
| style="vertical-align: middle; text-align: center; width: 160px;"|
 
4 Archers
 
 
 
 
 
 
1st Wave
 
 
 
 
 
 
No Losses
 
| style="vertical-align: top; text-align: center;"|
 
11
 
 
 
 
 
 
 
 
 
 
9
 
 
 
 
 
 
11
 
| style="vertical-align: top; text-align: center;"|
 
11+
 
 
 
 
 
 
 
 
 
 
9
 
 
 
 
 
 
9+
 
|-
 
| align="center" valign="middle"|10
 
| align="center" valign="middle"|50%
 
| style="text-align: center;" valign="middle"|
 
1199mm+1Cat
 
| align="center" valign="middle"|12500
 
| style="vertical-align: middle; text-align: center; width: 160px;"|No Loss
 
| style="vertical-align: top; text-align: center;"|
 
fleatching-11
 
 
H P-11
 
 
P E-11
 
 
knight 90+
 
| style="vertical-align: top; text-align: center;"|2+
 
|}
 
 
 
 
 
*Note: All combat''' fletching''', '''metal alloys''', '''poisoned edge''', and '''healing potions''' should be '''at least one level above the wilderness level'''. If all are not then there may be more losses than expected.
 
*Note: #'s here do not always work as I encountered back to back ballistae on lv 7 and lv 6 wilds containing 399 and 168 respectively. This resulted in a loss of 2446 and 1101 respectively. In addition, the lv 7 lake contained 5000 each of wood, stone, and ore.
 
*On some domains a handful of wilderness have incorrect troops on them. You may encounter Ballista on lvl 6 and 7 wilds, Catapults on lvl 8 wilds, and a mix of troops meant for lvl 5-7 wilds such as Heavy Cavalry, Archers, and Swordsmen on lvl 1 plains. These wilds should be considered as a bug and avoided during crest hunting.
 
 
''Note: Please keep attack scenarios low and be practical. Simple and obvious is best. There is no reason for making everyone buy 3 DI's. Low level wilds are fine; don't mess with them. Please, make everything have the lowest complexity possible.''
 
 
==='''Alternatives with Losses'''===
 
The table below shows options for when circumstances are less than perfect and the player considers some losses as acceptable. Not recommended for sustainable crest hunting.
 
{| align="center" border="1" cellpadding="2" style="border-collapse: collapse; font-size: 11px;"
 
 
|- style="background:#ECD26E;" valign="top"
 
|- style="background:#ECD26E;" valign="top"
! style="text-align: center;"|'''Wilderness Level'''
+
! Wilderness<br />Level
  +
! Wave 1 -<br />Suicide Squad
! style="text-align: center;"|'''Resource Bonus'''
 
  +
! Wave 2 -<br />Main Attack
! style="text-align: center;"|'''Wave 1'''
 
! style="text-align: center;"|'''Wave 2'''
 
! style="text-align: center;"|'''Troop Losses'''
 
! style="text-align: center;"|'''Fletching'''
 
! style="text-align: center;"|'''Rally'''
 
! style="text-align: center;"|'''Comments'''
 
 
|-
 
|-
  +
| 1
| style="vertical-align: top; text-align: center;"|7
 
  +
| -
| style="vertical-align: top; text-align: center;"|35%
 
  +
| 160 militiamen <ref name="Note01">Some casualties. Increasing the amount of militiamen does not decrease casualties.</ref><br />OR<br />60 swordsmen/pikemen<br />OR<br />80 archers
| style="vertical-align: top; text-align: center;"|
 
| style="vertical-align: top; text-align: center;"|
 
*85k MM + 5k archers
 
*5k archers
 
| style="vertical-align: top; text-align: center;"|
 
*142 MM + 9 archers
 
*150 archers
 
| style="vertical-align: top; text-align: center;"|10
 
| style="vertical-align: top; text-align: center;"|9
 
| style="vertical-align: top; text-align: center;"|
 
Single Wave Crest Hunting
 
 
 
 
*Denotes alternative
 
 
|-
 
|-
  +
| 2
| style="vertical-align: top; text-align: center;"|7
 
  +
| 5 militiamen
| style="vertical-align: top; text-align: center;"|35%
 
  +
| 130 archers
| style="vertical-align: top; text-align: center;"|
 
| style="vertical-align: top; text-align: center;"|2k MM + 1 Ballista
 
| style="vertical-align: top; text-align: center;"|
 
*142 MM + 9 archers
 
*150 archers
 
| style="vertical-align: top; text-align: center;"|10
 
| style="vertical-align: top; text-align: center;"|9
 
| style="vertical-align: top; text-align: center;"|
 
 
|-
 
|-
  +
| 3
| style="vertical-align: top; text-align: center;"|8
 
  +
| 10 militiamen
| style="vertical-align: top; text-align: center;"|40
 
  +
| 520 archers
| style="vertical-align: top; text-align: center;"|299MM + 1 Ballista
 
| style="vertical-align: top; text-align: center;"|8000 Archers + 800 Ballistas
 
| style="vertical-align: top; text-align: center;"|
 
*1 Wave
 
*4 Archers
 
*50 Billista
 
| style="vertical-align: top; text-align: center;"|8
 
| style="vertical-align: top; text-align: center;"|8
 
| style="vertical-align: top; text-align: center;"|
 
2 wave Cresting
 
*Denotes Alternative
 
 
|-
 
|-
  +
| 4
| style="vertical-align: top; text-align: center;"|8
 
  +
| 20 militiamen
| style="vertical-align: top; text-align: center;"|40%
 
  +
| 1,600 archers
| style="vertical-align: top; text-align: center;"|
 
| style="vertical-align: top; text-align: center;"|
 
*80k MM + 9k archers + 1k ballistae
 
*96,500 MM + 3,500 ballistae
 
| style="vertical-align: top; text-align: center;"|
 
267 MM + 31 archers + 4 ballistae
 
*290 MM + 11 ballistae
 
| style="vertical-align: top; text-align: center;"|10
 
| style="vertical-align: top; text-align: center;"|
 
9
 
 
 
 
 
10
 
| style="vertical-align: top; text-align: center;"|
 
Single Wave Crest Hunting
 
 
 
 
*Denotes alternative
 
 
|-
 
|-
  +
| 5
| style="text-align: center;"|8
 
  +
| 50 militiamen
| style="text-align: center;"|40%
 
| style="text-align: center;"|11,750 archers
+
| 2,200 archers
| style="text-align: center;"|
 
| style="text-align: center;"|775 archers
 
| style="text-align: center;"|9
 
| style="text-align: center;"|2+
 
| style="text-align: center;"|Fast hunting
 
 
|-
 
|-
  +
| 6
| style="text-align: center;"|8
 
  +
| 100 militiamen
| style="text-align: center;"|40%
 
  +
| 3,000 archers
| style="text-align: center;"|299 MM
 
| style="text-align: center;"|
 
*1 MM + 11,500 archers
 
| style="text-align: center;"|475 archers
 
| style="text-align: center;"|9
 
| style="text-align: center;"|2+
 
 
|-
 
|-
  +
| 7
| style="text-align: center;"|9
 
  +
| 150 militiamen
| style="text-align: center;"|45%
 
  +
| 8,000 archers
| style="text-align: center;"|599 MM
 
| style="text-align: center;"|
 
*1 MM + 43,425 archers
 
| style="text-align: center;"|1,063 archers
 
| style="text-align: center;"|9
 
| style="text-align: center;"|5+
 
| style="text-align: center;"|Note equal fletching levels of player and wilderness.
 
 
|-
 
|-
  +
| 8
| style="text-align: center;"|9
 
  +
| 299 miltiamen + 1 ballista
| style="text-align: center;"|45%
 
  +
| 10,000 archers + 1000 ballistae<br />OR<br />3,300 ballistae
| style="text-align: center;"|599 MM
 
| style="text-align: center;"|
 
*1 MM + 65,000 archers
 
| style="text-align: center;"|923 archers
 
| style="text-align: center;"|9
 
| style="text-align: center;"|5+
 
| style="text-align: center;"|Note equal fletching levels of player and wilderness.
 
 
|-
 
|-
  +
| 9
| style="text-align: center;"|9
 
  +
| 599 militia + 1 ballista
| style="text-align: center;"|45%
 
  +
| 13,137 archers + 1,700 ballistae<br />OR<br />5,500 ballistae
| style="text-align: center;"|599 MM + 1 ballista
 
| style="text-align: center;"|
 
*20,000 archers + 2,000 ballistae
 
| style="text-align: center;"|2 archers + 100 ballistae
 
| style="text-align: center;"|9
 
| style="text-align: center;"|4+
 
| style="text-align: center;"|Note equal fletching levels of player and wilderness.
 
 
|-
 
|-
  +
| 10
| style="text-align: center;"|
 
  +
| 1199 militiamen + 1 catapult
9
 
  +
| 12500 catapults
| style="text-align: center;"|45%
 
| style="text-align: center;"|
 
| style="text-align: center;"|
 
24,000 archers
 
 
*80k archers +9kmm + 1k ballista
 
| style="text-align: center;"|
 
1383 archers
 
 
*7 ballista 620 archers and 60 mm
 
| style="text-align: center;"|10
 
| style="text-align: center;"|8+
 
| style="text-align: center;"|Fast hunting
 
|-
 
| style="text-align: center;"|9
 
| style="text-align: center;"|45%
 
| style="text-align: center;"|600 MM
 
| style="text-align: center;"|1 MM + 27,000 archers
 
| style="text-align: center;"|783 archers
 
| style="text-align: center;"|10
 
| style="text-align: center;"|3+
 
|
 
|-
 
| style="text-align: center;"|10
 
| style="text-align: center;"|50%
 
| style="text-align: center;"|1199 MM + 1 ballista
 
| style="text-align: center;"|37,500 archers + 2,000 ballistae
 
| style="text-align: center;"|1,006 Archers + 450 ballistae
 
| style="text-align: center;"|9
 
| style="text-align: center;"|4+
 
| style="text-align: center;"|Take note of lvl 9 Fletching
 
|-
 
| style="text-align: center;"|10
 
| style="text-align: center;"|50%
 
| style="text-align: center;"|1,199 MM + 1 ballista
 
| style="text-align: center;"|23,000 ballistae
 
| style="text-align: center;"|402 ballistae
 
| style="text-align: center;"|10
 
| style="text-align: center;"|3+
 
| style="text-align: center;"|Worst possible method. Archers only is cheaper resource-wise.
 
|-
 
| style="text-align: center;"|
 
10
 
| style="text-align: center;"|50%
 
| style="text-align: center;"|1,200 MM
 
| style="text-align: center;"|1 MM + 63,000 archers
 
| style="text-align: center;"|2,126 archers
 
| style="text-align: center;"|10
 
| style="text-align: center;"|7+
 
| style="text-align: center;"|Least possible losses without catapults.
 
|-
 
| style="text-align: center;"|10
 
| style="text-align: center;"|50%
 
| style="text-align: center;"|
 
1200 MM
 
 
1 Cata[ult
 
| style="text-align: center;"|
 
12000 Ballista +
 
 
30000 Cataputls
 
| style="text-align: center;"|50 Catapults
 
| style="text-align: center;"|10
 
| style="text-align: center;"|11
 
| style="text-align: center;"|
 
Level 10 Guardian (+20% HP)
 
 
Knight with 168 points
 
|-
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">10</p>
 
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">50%</p>
 
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">1199 MM 1 ballista</p>
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">63,000 archer 10,000 Ballista</p>
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">1006 archer</p>
 
 
<p style="text-align: center;">400 ballistae</p>
 
| style="vertical-align: top; text-align: center;"| 10
 
| style="vertical-align: top; text-align: center;"|8+
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">Level 9 Guardian,</p>
 
 
<p style="text-align: center;">knight with 99 skill.</p>
 
|-
 
| style="vertical-align: top; text-align: center;"|
 
10
 
| style="vertical-align: top; text-align: center;"|
 
50%
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">1199 MM</p>
 
 
<p style="text-align: center;">1 Ballista</p>
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">63,000 Archer</p>
 
 
<p style="text-align: center;">10,000 Ballista</p>
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">1005 Archer</p>
 
 
<p style="text-align: center;">300 Ballista</p>
 
| style="vertical-align: top; text-align: center;"|
 
 
11
 
| style="vertical-align: top; text-align: center;"|
 
10
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">Level 9 Guardian</p>
 
 
<p style="text-align: center;">Knight 114</p>
 
|-
 
| style="vertical-align: top; text-align: center;"|10
 
| style="vertical-align: top; text-align: center;"|50%
 
| style="text-align: center; vertical-align: top;"|1199MM 1 catapult
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">30,000 Ballista / 6,000 Catapult / 300 Ram</p>
 
| style="text-align: center; vertical-align: top;"|First Wave
 
| style="vertical-align: top; text-align: center;"|11
 
| style="vertical-align: top; text-align: center;"|10
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">L10 Guardian</p>
 
 
<p style="text-align: center;">Second wave knight combat skill 143</p>
 
|-
 
| style="text-align: center; vertical-align: top;"|10
 
| style="text-align: center; vertical-align: top;"|50%
 
| style="text-align: center; vertical-align: top;"|1199MM 1 catapult
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">15000 Ballista</p>
 
 
<p style="text-align: center;">5000 Rams</p>
 
 
<p style="text-align: center;">15000 Cats</p>
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">First Wave Only</p>
 
 
<p style="text-align: center;">No losses</p>
 
| style="text-align: center; vertical-align: top;"|11
 
| style="text-align: center; vertical-align: top;"|10
 
| style="vertical-align: top;"|
 
<p style="text-align: center;">Level 9 Guardian</p>
 
<p style="text-align: center;">Knight 114
 
Minimum i have done it with
 
EJIZ 42</p>
 
 
|}
 
|}
*add these to wiki, im not good at source coding. 50k scouts can take only 60 scout losses lvl 4 guardian and lvl 9 healing potions. also, 1000 scouts can have a loss of 125 scouts same losses. very good for quick take for a lvl 1 plain for a far away city
 
Level 10:(I'm not getting the coding either)25362 pike,11161 swords,29308archer 13981 HC )9188 bals,1000 catapults. Loss 37 HC. Note level 11 fletching,level 11 rally point and level 9 Ore Guardian.
 
   
  +
<div class="mw-collapsible mw-collapsed" style="width: 90px; font-size: 11px">Notes:
  +
<div class="mw-collapsible-content" style="width: 670px;">{{Reflist|close}}
  +
<ol start="2">
  +
<li>If you have suggestions to add to the table above, please do so first in [[Wilderness/Research]]. Let other members verify it before adding it to this page. Scenarios on this page will be limited. This helps prevent the page from looking messy.<br />Please keep attack scenarios low and be practical. Simple and obvious is best. Your troop combination should be cheaper or smaller in number than those already listed. Try to have research levels at or only one level higher than that of the wilderness. No bonuses preferred (guardian, throne room, etc.).</li></ol></div>
  +
</div>
   
   
  +
===Researching Alternatives===
If you abandon a wilderness, it replenishes troops, loot, and crests immediately. It is possible to quickly secure and abandon wildernesses close to a city to reduce marching times and gather crests rather quickly.
 
  +
You may view alternative set-ups at this page: [[Wilderness/Research]].
  +
These set-ups may be for when the player considers some losses as acceptable, for example, for the purpose of single-wave cresting.
   
  +
Research on new and better set-ups should also be posted on that page first, for example, set-ups that take advantage of [[Throne Room]] bonuses.
As an alternative method to losing a siege weapon (ballista or catapult) in the first wave with your militia, you can send your slower wave first. By doing this you can view the "Troop Activity" tab and time your second wave of pure militia to hit first. This way you lose one more militia man and no siege weapon for the trap clearing.
 
   
Example: Level 8 Wilderness suggests "wave 1: 299 militias + 1 ballista and wave 2: 12000 archers + 800 ballistae." - You lose 299 militias and 1 ballista from the first wave and 1 archer from the second.
 
   
  +
==Rewards==
Using the alternative method "wave 1: 12000 archers + 800 ballistae and wave 2: 300 militias" - You lose all of the second wave (militiamen) and only 1 archer in the first wave.
 
  +
Upon victory, you may loot resources from and lay claim to the Wilderness.
 
This method requires you to monitor the march times so you can send the militiamen marching so they hit 1-30 seconds prior to the first wave. The 2nd wave must hit first in this case.
 
 
There is a troop marching speed calculator [http://greenman.webhop.org/html/troopspeed.html here].
 
 
*[[Fighting in the Wilderness (Additional)|Fighting in the Wilderness (additional)]]
 
*Please contribute to [[Wilderness Research]] (For lv 8-10 Research).
 
 
=='''Types of Wildernesses'''==
 
====Mountains====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Mountains2.jpg|thumb|left]]
 
|valign="top"|
 
==Mountains increase your ore production.==
 
|}
 
 
====Woods====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Woods.jpg|thumb|left]]
 
|valign="top"|Woods increase your wood production.
 
|}
 
 
====Hills====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Hills.jpg|thumb|left]]
 
|valign="top"|Hills increase your stone production.
 
|}
 
 
====Grasslands====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Grasslands.jpg]]
 
|
 
|
 
|valign="top"|
 
 
Grasslands increase your food production.
 
|}
 
 
====Lakes====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Lake.jpg|thumb|left]]
 
|valign="top"|Lakes increase your food production.
 
|}
 
 
====Plains====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Plains.jpg|thumb|left]]
 
|valign="top"|Plains are where you build new cities.
 
|}
 
 
====Bogs====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Bog.jpg|thumb|left]]
 
|valign="top"|Bogs are impenetrable wilds. They cannot be conquered or attacked.
 
|}
 
 
 
 
====Bogs====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:Bog.jpg|thumb|left]]
 
|valign="top"|Bogs are impenetrable wilds. They cannot be conquered or attacked.
 
|}
 
 
====Dark Forests====
 
{| border="0" cellpadding="0" cellspacing="0"
 
|[[File:dark_forest.png|thumb|left]]
 
|valign="top"|[[Dark Forests]] spawn on Random Bogs every 6 hours. and kill a bunch of your troops if you dont send the right kind and amounts. :)
 
|}
 
   
  +
Each wilderness gives as loot 1,000 units of the respective resource (Plains do not give any loot). For example, a level 5 Grassland will yield 5,000 Food as loot.
=='''Owning a Wilderness'''==
 
   
  +
Additionally, attacking Wildernesses can reward you with [[Crests|Crests and Seals]] that help to win new [[City|City Deeds]]. This was introduced with the [[Tournament#Tournament_of_Crests|Tournament of Crests]] on July 20, 2010. For more information, see [[Crest Drop Research]].
For each city, you can own one wilderness per level of your [[Castle|castle]]. The level of your castle does not affect the levels of wildernesses you can own. For example, if you have a Lvl 7 castle, you may own up to 7 wildernesses of any type and any level. The exceptions to this are a Lvl 11 castle, in which may own up to 12 wildernesses, and a Lvl 12 castle, in which you may own up to 14 wildernesses.
 
   
  +
Resources, Crests and Seals can still be obtained as loot even if you cannot lay claim to the Wilderness.
You can attack a wildernesses with all your slots filled but you won't be able to conquer them (ie. you will not receive the percentage increase in productivity and you will not fulfill a quest). You may be able to win the battle and "secure" the wilderness but you will not "conquer" it. However, even wilds that you cannot own may contain [[Crests|crests]] and do contain very small resource deposits, both of which will be claimed after securing the location.
 
   
  +
==Owning a Wilderness==
Since July 20th, 2010 you can defend your wildernesses by adding [[traps]] or hiring [[Owned_Wilderness_Defenses|mercenaries]].
 
  +
You can only control as many wildernesses as your [[Castle]] allows. The level of your castle does not affect the level of wilderness you can own. If you successfully conquer the Wilderness, your surviving troops will remain encamped there until you recall them.
   
  +
All conquered Wildernesses will be listed in the Castle under the Wilderness tab. Wildernesses that have been conquered can be defended with reinforced troops from your City or, since July 20th, 2010, by building [[Defensive_Unit|Traps]] and hiring [[Wilderness Defenses|Mercenaries]] to help protect them. For more information on defending your wildernesses, see [[Wilderness Defenses]].
For Information on defending your Wildernesses, see [[Owned_Wilderness_Defenses|Owned Wilderness Defenses]]
 
   
  +
Wildernesses can also be abandoned. If you abandon a wilderness, it replenishes troops, loot, and crests immediately.
==References==
 
==<references/>==
 
__TOC__
 
[[Category:Attack]]
 
 
[[Category:Battle]]
 
[[Category:Battle]]
[[Category:Combat]]
 
 
[[Category:Wilderness]]
 
[[Category:Wilderness]]
[[Category:Troops]]
 
[[Category:Field]]
 

Latest revision as of 02:23, 29 June 2013

Wildernesses are regions on the map, which improves production of the relevant resource when conquered. The regions vary in level from 1 to 10. Each level increases your base production by 5%. In wilderness regions from levels 5 up to 10, you may find crests.

The level of the region determines how hard the region is to conquer and, therefore, how many Troops you will need. Before trying to conquer the region, you can scout to get an idea of what kind of troops you will need.

Types

Wilderness Description
Name Level 1-3 Level 4-6 Level 7-10
Plains Plains lvl1 Plains lvl4 Plains lvl7 Cities are built on Plains.
Does not give any bonus to resource production.
Grassland Grasslands lvl1 Grasslands lvl4 Grasslands lvl7 Grasslands improve food production.
Lake Lake lvl1 Lake lvl4 Lake lvl7 Lakes improve food production.
Woods Forest lvl1 Forest lvl4 Forest lvl7 Woods improve wood production.
Hills Hills lvl1 Hills lvl4 Hills lvl7 Hills improve stone production.
Mountain Mountains lvl1 Mountains lvl4 Mountains lvl7 Mountains improve ore production.
Bog Bog lvl1 Bog lvl4 Bog lvl7 Bogs are impenetrable wilds. They cannot be conquered or attacked. Bogs transform into dark forests.
Dark Forest Boss lvl1 Boss lvl4 Boss lvl7 Dark forests are special regions inhabited by unique creatures. When defeated, they give aetherstones and transform back to bogs. A level 10 dark forest has its own picture. See Dark Forests for more information.The level 10 picture is incorrect on this table.

Units

Players have determined that the number of troops and defence units (traps) in an unoccupied wilderness is fixed and are as shown in the table below. This is true for Plains, Grasslands, Lakes, Hills and Mountains, but not for Dark Forests.

Level Supply
Troop
Militia-
man
Scout Pikemen Swords-
man
Archer Cavalry Heavy
Cavalry
Ballista Battering
Ram
Catapult Troop Total Traps
1 50 50 100
2 100 100 50 50 300 5
3 200 200 100 100 50 650 10
4 500 500 200 200 100 50 1,550 20
5 1000 1000 500 500 200 100 50 3,350 50
6 1500 1500 1000 1000 500 200 100 5,800 100
7 3000 3000 1500 1500 1000 500 200 50 10,750 150
8 6000 6000 3000 3000 1500 1000 500 100 50 21,150 300
9 12000 12000 6000 6000 3000 1500 1000 200 100 50 41,850 600
10 25000 25000 12000 12000 6000 3000 1500 400 200 100 50 85,250 1200

Traps and troops regenerate at a rate of 10% every 5 minutes. Hence, they are fully regenerated (100%) with resources, traps and troops after 50 minutes.

Conquering a Wilderness

Multi-wave Attacks

To save resources, attacks are usually sent in two waves. The first wave, or suicide wave, is made up of cheaper troops like Militiamen or Supply Troops to clear Traps. The number of troops in the suicide wave is equal to the number of traps.

Make sure your Rally Point is at least level 2 to send two attacks from the same location. You must also have at least 2 idle Knights. Time your waves so that the second wave hits almost immediately after the first wave. The longer the delay, the more traps can regenerate and kill troops in the second wave. Some players advise to send the second wave within as little as 15 seconds after the first.

Timing Waves

  1. Include 1 of the slowest unit in your second wave in the first wave. Then, simply send the second wave immediately after. Examples can be found below.
  2. To avoid losing that 1 slowest unit, send your slower wave (probably second wave) first. Then, carefully monitor your "Troop Activity" tab and time your suicide wave to hit first.


Optimal Situations

It is possible to completely overwhelm any level wilderness to achieve nearly zero loss of troops. The table below shows the troops needed to defeat the different levels. All scenarios shown have no loss of troops (excluding suicide wave), unless otherwise indicated.

Note that the these numbers are best estimates and not absolutes, but have been shown to work for most players. There are many factors that determine the battle, including the combat skill of your knight and your research levels. You can also enhance your troops by applying items, such as: Blood Lust, Blood Frenzy, Barkskin and Stoneskin.

As a general rule, send the knight with the highest combat skill for your second wave and ensure your research levels are at least one level above the level of the wilderness you are attacking.

Wilderness
Level
Wave 1 -
Suicide Squad
Wave 2 -
Main Attack
1 - 160 militiamen [1]
OR
60 swordsmen/pikemen
OR
80 archers
2 5 militiamen 130 archers
3 10 militiamen 520 archers
4 20 militiamen 1,600 archers
5 50 militiamen 2,200 archers
6 100 militiamen 3,000 archers
7 150 militiamen 8,000 archers
8 299 miltiamen + 1 ballista 10,000 archers + 1000 ballistae
OR
3,300 ballistae
9 599 militia + 1 ballista 13,137 archers + 1,700 ballistae
OR
5,500 ballistae
10 1199 militiamen + 1 catapult 12500 catapults
Notes:
  1. Some casualties. Increasing the amount of militiamen does not decrease casualties.
  1. If you have suggestions to add to the table above, please do so first in Wilderness/Research. Let other members verify it before adding it to this page. Scenarios on this page will be limited. This helps prevent the page from looking messy.
    Please keep attack scenarios low and be practical. Simple and obvious is best. Your troop combination should be cheaper or smaller in number than those already listed. Try to have research levels at or only one level higher than that of the wilderness. No bonuses preferred (guardian, throne room, etc.).


Researching Alternatives

You may view alternative set-ups at this page: Wilderness/Research. These set-ups may be for when the player considers some losses as acceptable, for example, for the purpose of single-wave cresting.

Research on new and better set-ups should also be posted on that page first, for example, set-ups that take advantage of Throne Room bonuses.


Rewards

Upon victory, you may loot resources from and lay claim to the Wilderness.

Each wilderness gives as loot 1,000 units of the respective resource (Plains do not give any loot). For example, a level 5 Grassland will yield 5,000 Food as loot.

Additionally, attacking Wildernesses can reward you with Crests and Seals that help to win new City Deeds. This was introduced with the Tournament of Crests on July 20, 2010. For more information, see Crest Drop Research.

Resources, Crests and Seals can still be obtained as loot even if you cannot lay claim to the Wilderness.

Owning a Wilderness

You can only control as many wildernesses as your Castle allows. The level of your castle does not affect the level of wilderness you can own. If you successfully conquer the Wilderness, your surviving troops will remain encamped there until you recall them.

All conquered Wildernesses will be listed in the Castle under the Wilderness tab. Wildernesses that have been conquered can be defended with reinforced troops from your City or, since July 20th, 2010, by building Traps and hiring Mercenaries to help protect them. For more information on defending your wildernesses, see Wilderness Defenses.

Wildernesses can also be abandoned. If you abandon a wilderness, it replenishes troops, loot, and crests immediately.