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(Listing my experiences at be charged 300 gold/trap in spite of the listed price.)
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Lords and Ladies who struggle to keep your Wildernesses under control while your armies continue to wage war, fear not! Two factions have stepped forth to aid in your defense: the Trapmaker’s Guild has established a new office in Camelot, and Mercenaries are now offering their services to the highest bidder.
 
Lords and Ladies who struggle to keep your Wildernesses under control while your armies continue to wage war, fear not! Two factions have stepped forth to aid in your defense: the Trapmaker’s Guild has established a new office in Camelot, and Mercenaries are now offering their services to the highest bidder.
   
* Traps can be installed in any controlled Wilderness at a cost of 200 gold per Trap. Other than their different cost and build time, these Traps function identical to Traps that are on player’s Walls.<br />* You can also hire Mercenaries to defend your Wildernesses! There are three levels of Mercenaries available – Novice, Intermediate and Veteran, each with varying levels of strength. Mercenaries appear immediately upon hire and bill for their services hourly. If some of your Mercenaries are destroyed, they will automatically refill to full strength the next time you are billed for their services (i.e. hourly).<br />* You can choose to set Traps, hire Mercenaries or both. If all of your Defenses are destroyed, your opponent will gain control of your Wilderness.<br />* In level 9 wildrnesses, at least one player reports being charged 300 gold/trap even though the price listed is 200 gold.<br />
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* Traps can be installed in any controlled Wilderness at a cost of 200 gold per Trap. Other than their different cost and build time, these Traps function identical to Traps that are on player’s Walls.<br />* You can also hire Mercenaries to defend your Wildernesses! There are three levels of Mercenaries available – Novice, Intermediate and Veteran, each with varying levels of strength. Mercenaries appear immediately upon hire and bill for their services hourly. If some of your Mercenaries are destroyed, they will automatically refill to full strength the next time you are billed for their services (i.e. hourly).<br />* You can choose to set Traps, hire Mercenaries or both. If all of your Defenses are destroyed, your opponent will gain control of your Wilderness.<br />* In level 9 wildrnesses, at least one player reports being charged 300 gold/trap even though the price listed is 200 gold.<br />
   
   
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| style="text-align: center; "|190 Militiamen, 100 Scouts, 660 Pikemen, 150 Swordsmen
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| style="text-align: center; "|100 Scouts, 250 Swordsmen, 330 Archers, 420 Cavalry
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| style="text-align: center; "|100 Scouts, 150 Cavalry, 190 Heavy Cavalry, 660 Ballistae
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Revision as of 20:50, 28 July 2010

Wilderness Defenses screenshot

From the Patch Notes :

Wilderness Defenses!


Lords and Ladies who struggle to keep your Wildernesses under control while your armies continue to wage war, fear not! Two factions have stepped forth to aid in your defense: the Trapmaker’s Guild has established a new office in Camelot, and Mercenaries are now offering their services to the highest bidder.

  • Traps can be installed in any controlled Wilderness at a cost of 200 gold per Trap. Other than their different cost and build time, these Traps function identical to Traps that are on player’s Walls.
    * You can also hire Mercenaries to defend your Wildernesses! There are three levels of Mercenaries available – Novice, Intermediate and Veteran, each with varying levels of strength. Mercenaries appear immediately upon hire and bill for their services hourly. If some of your Mercenaries are destroyed, they will automatically refill to full strength the next time you are billed for their services (i.e. hourly).
    * You can choose to set Traps, hire Mercenaries or both. If all of your Defenses are destroyed, your opponent will gain control of your Wilderness.
    * In level 9 wildrnesses, at least one player reports being charged 300 gold/trap even though the price listed is 200 gold.


Several players on different domains are in the process of testing these defenses. Please feel free to edit this page when you know the exact numbers of Mercenaries on the different levels of wildernesses. All that's known right now is that you can build 100 traps per level of wild.


Level Wild Novice Mercenaries Intermediate Mercenaries Veteran Mercenaries
1
2
3
4
5
6
7
8
9 90 Scouts, 396 Cavalry, 306 Heavy Cavalry, 198 Ballistae 90 Scouts, 198 Cavalry, 216 Heavy Cavalry, 486 Ballistae
10 190 Militiamen, 100 Scouts, 660 Pikemen, 150 Swordsmen 100 Scouts, 250 Swordsmen, 330 Archers, 420 Cavalry 100 Scouts, 150 Cavalry, 190 Heavy Cavalry, 660 Ballistae

==

Scouting reports for Actual amounts of mercenaries for lvl 10 Wilderness ==

This is the amount of troops that will be placed in a lvl 10 wilderness if you hire the mercenaries to defend for you. Remember they are costly and if unpaid they desert your wild.

====Beginers at a lvl 10 Grassland Troops Fought Survived Militiaman 190 190 Scout 100 100 Pikeman 660 660 Swordsman 150 150==== ====Intermediates at a lvl 10 Grassland Troops Fought Survived Scout 100 100 Swordsman 250 250 Archer 330 330 Cavalry 420 420==== ====Veterans at a lvl 10 Grassland Fought Survived Scout 100 100 Cavalry 150 150 Heavy Cavalry 190 190 Ballista 660 660====