This is a basic guide for new players. It starts after the completion of the guided tutorial, and it ends with the first play of the Odyssey at Ascension Level (AL) 20—at Heroes’ Temple Level 3. This guide is not relevant for players above AL-20, who may visit Warriornator’s valuable guide here.
If you’re reading this, you’ve probably just finished the in-game tutorial up to AL-4 and pondering next steps. Well, the Starter Boost Offer of multiple chests for 309 Gems can be taken if you’ve Gems to spare, but it is not necessary for game progress. If possible, take the Daily Gems plan—after all, wouldn’t that be the decent thing to do for the developers who gave you this fine game free of charge? 😊
First things first, an overview…
(1.1) Resources: These are the things to be collected for game progression—
Gems—Receive this rare game money from the Quests, occasional charities from the game engine (via Zeus or Hades narrators), and the Gem chests (from Daily Gifts). Don’t spend but invest them wisely!
Gold—Farm this game money by first upgrading the Gold Temple, and then by capturing Gold islands, and via Quests. Don’t hoard but spend on upgrades and alliance.
Wisdom—Farm this game money by first upgrading the Theater of Dionysos, and then by capturing Wisdom islands. Save well and spend intelligently.
Ambrosia—Farm this resource by first upgrading the Ambrosia Temple, and then by capturing Ambrosia islands. Spend on regular invasions; hoarding will only waste it.
Dominance Points—These little horns become thorns when they don’t accumulate fast enough to reveal additional islands on your map. Collected in small increments from the Mount and captured islands, relief comes from Quests and lumpsum donations to the alliance.
Trophies—These golden jugs are gained by island invasions. More successful invasions yield more Trophies. However, when an opponent defeats your island, you lose some Trophies. Note here that the more points you gain, the more attractive a target you become. So, increase this only when your defenses are good enough.
Ascension Points—The all-important progression that calibrates your godly status, these points come mostly from Mount upgrades. Be careful with pushing this—the god that rises fast falls faster.
Prestige Points—Available after upgrading the Heroes’ Temple to Level 2, these are accumulated by the Mount’s decorations to yield Celestial Boosts. As points accumulate, cost of boosting gets painfully high. So, save lots of Gems and invest in multiple extensions early on to massively stretch (by months) the duration of the boosts and their benefits.
Fame Points—These trident-like icons are gained by winning battles in the Odyssey. Fame points depend on difficulty level of the battles, which you can set.
Victory Points—These 8-pointed stars are gained by winning battles in alliance wars. Similar to Trophies, the number of points you receive varies for “siege”, “raid”, and “victory”.
Torches—Flaming torches are collected for winning islands in alliance wars. One torch per conquered island.
Fury—These burning helmets are the entry tickets (like Ambrosia) for battle in alliance wars. Fury gets accumulated one at a time per war hero over time throughout the duration of the war. You can do nothing else but wait for it.
(1.2) Perks: Heroes, troops, and gear items have innate attributes/ abilities. The 20 perks/ stats available in the game are—
Damage—The amount of damage per strike (DPS) that the hero inflicts on the target. Its value is deducted from the target’s health points (HP) for each hit, i.e., if the hero has 100 DPS and the target has 200 HP, 2 hits would eliminate the target.
Area Damage—Deals additional damage in a wide area in front of the hero.
(Hit) Potency—Increases the DPS of all equipped Powers.
Attack Speed—The rate at which the hero hits, thereby increasing the overall damage.
Damage Reflection—Reflects a % of incoming damage in a cone-shape in front of the hero.
Frostbite—The % chance to deal additional Ice damage and slow down the target.
Demolition Chance—The % chance to remove 50% of the remaining HP of a tower or barricade.
Petrify Chance—The % chance to temporarily turn the target into stone, inflicting 300% damage. Does not affect towers. Slows down the hero when cast by enemies.
Stun Chance—The % chance to temporarily stop troops and towers from functioning.
Health—The total life/ health points (HP), effectively the maximum amount of damage that can be withstood.
Life on Hit—The amount of HP restored in the hero for every hit on a target.
(Health) Regeneration—The % of HP restored per second after the hero avoids receiving damage for 5 seconds.
Physical Resistance—Decreases incoming damage from physical attacks. Capped at 90%
Fire Resistance—Decreases incoming damage from fire attacks. Capped at 90%
Ice Resistance—Decreases incoming damage from ice attacks. Capped at 90%
Lightning Resistance—Decreases incoming damage from lightning attacks. Capped at 90%
Poison Resistance—Decreases incoming damage from poison attacks. Capped at 90%
(Movement) Speed—The speed at which the hero moves.
Cooldown Bonus—Reduces the recharging/ waiting time between each use of a Power.
Leadership—The rate at which the hero’s backup units are created during battle, as displayed by the morale bar refilling at the bottom of the battle screen.
Note here that gear items can have a maximum of 2 stats, whereas heroes can have several. See section 4.1 below.
(1.3) Rarity: Gear and other items come in the following grades in increasing order of value—
Blessed (dark green)
Epic (light green)
Titan (red), with named Titans called Unique items.
(1.4) Summary Tables: Below are summarized compilations of select gameplay mechanics from various sources and videos for a quick overview. Some of the data may not be up-to-date, yet I present them here to invite corrections, so please do let me know the changes.
(1.5) Recommended Videos:
Acropolis Buildings—an overview of the buildings on Mount Olympus.
Defense Structures—about the various towers and barricades.
Fighting Troops—about the various fighting units and monsters.
Hero Powers—an overview of the various hero powers.
Defense Layouts—common mistakes in defense layouts.
The Odyssey—an overview of the weekly PvE event.
Masteries & Stats—a description of the concepts of "masteries" and "perks" available in the game.
Alliance Wars—an overview of the weekly multiplayer event.
(2) UPGRADING THE MOUNT
Cheaters rush, honest players don’t. If you ascend too fast, then the game engine will match you with tougher players, and you will fail. Instead, follow this sequence of upgradation, circling back to the beginning at the end of the list.
Heroes’ Temple—All upgrades depend on this, so start here.
Gold Temple—All upgrades need Gold, so increase its production first. Note that there is ample storage for Gold, so it is deprioritized.
Ambrosia Storage—Traveling to various islands needs lots of Ambrosia, so storage is priority.
Ambrosia Temple—Increase Ambrosia production after increasing storage, else the surplus may go waste.
Theater of Dionysos—Unlocked at AL-10, this may not be priority before Gorgon Creek (the Medusa isles), but it will soon be. Many advanced upgrades require both Gold and Wisdom.
War Academy—As this directly impacts both your offense and defense, upgrade this on priority to access new fighting units and to upgrade existing units.
Units—Prioritize those units equipped on the heroes. Here, upgrade ranged troops (archers, sirens, trebuchets) and then close-combat troops (spearman, warrior).
Shrine of Power—Upgrade this to access new powers and to upgrade existing powers.
Powers—Prioritize the default/ base power of all your heroes. Then, upgrade other additional powers equipped on the heroes.
Guardhouse of Thanatos—Upgrade this to increase the number of waves of troops defending your Mount Olympus.
Waves—Upgrade this to unlock slots to add more/ bigger troops within each wave.
Barricades—Very limited in number, upgrade each barricade to the maximum, so they can slow down the invader and shield your expensive towers. Always barricade your most valuable towers.
Hero Statue—Unlocked at AL-8, put your strongest hero and upgrade the statue to the maximum.
Towers—Use all free Artemis towers, but upgrade only 1 to the maximum to get the Artemis heroine. As higher towers become available, replace the Artemis towers with them. Upgrade one of each type of tower to the maximum.
Gate of Apollo—Upgrade this to access new defense structures and to upgrade existing structures. Also, helps to lengthen the invasion path. Note that once you upgrade the Gate, battle time will increase.
Alliance Donation—Daily donations are a good practice. It helps your alliance to grow and it also prevents you from being flagged as “inactive”. Depending on your Gold reserves, you can choose to upgrade the Alliance Hall of Uranus building. Always remember that least active/ contributing members can significantly weaken and even destroy an alliance. Don’t be their Trojan Horse!
Ithacan Harbor—Unlocked at AL-20, upgrade this as and when it allows you, so you can increase the difficulty level of your Odysseys to get maximum Fame points.
Decorations—Build these ornamental things inside the gate and upgrade them if you want Celestial Boosts.
Chamber of Gold—This building has quite a large storage capacity. Upgrade only when you’re hyperactive on invasions.
Library of Wisdom—Unlocked at AL-10, this building also has good capacity to store Wisdom. Initially, that may be enough, but later you may want to increase the capacity.
This upgrade sequence is just simple common sense—first stand steady, then start walking.
(3) DESIGNING YOUR DEFENSE
As the saying goes, it’s easier getting to the top than remaining there. In Olympus Rising, it’s easier to capture islands than to retain them. Losing captured islands means losing resource accumulation. So, a strong defense is important here. The 2 defense strategies to prevent the fall of your Gate of Apollo are:
Elimination—To weaken and kill the invading hero before the Gate falls. Generally effective against weaker opponents.
Resistance—To slow down and delay the invading hero from destroying the Gate until the timer runs out. Generally effective against stronger opponents.
(3.1) Gate of Apollo: Strong defense starts and ends with a strong gate. Your defense waves are spawned here. Note that the Gate is vulnerable to both fire and ice attacks.
Place 2 of your best and fully upgraded towers before the Gate to slow down the invader.
(3.2) Hero Statue: A fully upgraded statue looks intimidating and delays the invasion. The difference between your invader’s “victory” and “raid” could only be a few seconds.
Identify the hero with the maximum HP and prepare 1 fully defensive gear set. Here, avoid Stun Chance, Regeneration, and Speed stats on gear. Cooldown Bonus may also not be helpful in the few seconds the statue gets to resist.
Then, in gear-set Slot II (above the hero’s panel), equip the hero with these items. For details, see Section 4.3 below.
Finally, pick this hero for the statue and select Hero Item set II to equip the hero for strong defense.
For newbs, start with Hercules.
Once Perseus gets strong enough with all 3 powers unlocked and upgraded to the maximum, replace Hercules to overwhelm the invader in the few seconds the statue fights.
Once Ajax’s all 5 powers are unlocked and upgraded to the maximum, replace Perseus.
(3.3) Laying the Path: Avoid a straight path, twist it to slow down the invader.
Avoid parallel paths, as that enables long-range trebuchets and archers to attack the incoming defense unit/ structure well before even reaching it.
Place defensive structures (i.e., barricades and towers) at strategic points along the path where the invader doesn’t encounter the defense waves. This is because when defense units and structures are encountered simultaneously by the invading hero, s/he can cast powers that can simultaneously damage/ destroy both the defending units and structures. Spreading out structures and waves further slows down the invaders. Albeit, at higher ALs, with better towers, you can bunch the structures together to decimate the invaders.
(3.4) Placing Towers: Generally, avoid placing 2 towers close by, as they could both be simultaneously damaged by physical attacks (trebuchets, Damocles).
If unavoidable, at least avoid placing 2 towers of the same type next to each other because one power cast in the middle can destroy both. Instead, alternate opposing type towers, e.g., ice tower followed by fire tower.
(3.5) Placing Barricades: “L for Lost”… avoid placing 2 barricades to form an ‘L’ shape with their corners touching each other. One carefully cast power at that junction could weaken/ destroy both barricades simultaneously.
(3.6) Configuring Defense Waves: In the Guardhouse of Thanatos, the 8 slots on each panel/ wave can hold units as per their “morale” value. When you upgrade each panel (not the Guardhouse itself), you increase the total morale of each wave. When equipping a unit, the number displayed on that unit icon is the morale required to create that unit, not the number of units created. Here, the bigger the unit, the more morale it needs. For e.g., if the wave shows 0/8, you can equip units totaling to 8 morale points. So, you can include: [8 spearmen] or [2 spearmen + 3 archers] or [1 spearman + 2 warriors + 1 siren].
Avoid equipping only 1 type of unit, as they can all be wiped out with a single power.
Starting with your biggest unit, fill the slots with a mix of both ranged and close-combat unit classes.
Check each unit’s resistance and weakness before placing them in the slots. Pick units to compensate for the others’ weaknesses.
(3.7) Testing Defense Effectiveness: Once you’re done, test your defenses by invading your own Mount Olympus using your best hero on auto-play. If this hero dies, or achieves “siege” using Ambrosia/ Invocations, you’re ready for invaders. Until this, keep upgrading and reconfiguring your defenses.
(4) DESIGNING YOUR OFFENSE
Offense is rendered via a strong hero and his/ her backup troops.
(4.1) Selecting the Hero
Following are the innate abilities of each hero. When fighting tough opponents, pick the hero who can overcome their defenses.
Hercules—Damage, Health, Speed, Attack Speed, Life on Hit, Poison Resistance.
Prometheus—Damage, Regeneration, Fire Resistance.
Perseus—Damage, Health, Speed, Attack Speed.
Ariadne—Leadership, Speed, Attack Speed, Regeneration, Petrify Chance.
Ajax—Damage, Health, Speed, Physical Resistance.
Odysseus—Damage, Health, Leadership, Speed, Ice Resistance.
Helen of Troy—Health, Speed, Life on Hit, Cooldown Bonus.
Cadmus—Damage, Health, Fire Resistance, Cooldown Bonus.
Achilles—Damage, Speed, Fire Resistance, Ice Resistance, Poison Resistance.
Jason—Damage, Health, Leadership, Speed, Life on Hit.
Athena—Damage, Health, Speed, Lightning Resistance, Stun Chance.
Artemis—Health, Speed, Attack Speed, Regeneration, Lightning Resistance.
Zeus—Damage, Health, Life on Hit, Lightning Resistance, Stun Chance, Area Damage.
Hades—Damage, Health, Leadership, Life on Hit, Fire Resistance, Cooldown Bonus, Area Damage.
(4.2) Equipping the Hero: You may have looted some gear from your earlier invasions during the initial tutorials. Depending upon whether the hero is a shield-wielder (shield + weapon) or dual-wielder (2 weapons), there are 7/8 gear slots.
Now, go to the Inventory (via Hero Preparation > Equip) and select the best gear for your hero from there. Check each gear slot for high values on their stats. The default (“Blessed”) gear will mostly have only 1 stat. Try to replace this with higher gear having 2 stats. If you want to go for a safe hero-build, pick the gear having “Damage” (with plain sword icon beside stat value) and “Health” (a single heart icon). Next best safe-stats are “Attack Speed” and “Life on Hit”. And, of course, don’t ignore “Leadership”.
Then, forge any other spare gear into this selected gear, in order to increase the stat value. Here, note that, for newbs, it is better to pick Epic gear instead of higher rarity, as they take a painfully long time and much Gold to forge. While forging, prioritize the 2 Ring/ Brooch/ Bracelet gear, as they can be shared with all heroes.
Finally, sell off any unwanted, higher gear, so that your Inventory doesn’t get full preventing new gear from coming in.
Note here that balancing the overall hero stats is vital. Too much DPS could compromise survivability, but too much HP with no DPS could slow down the hero as enemies continue to resist longer. So, a balanced, “golden ratio” of Damage-to-Leadership-to-Health can be gleaned from the stat enhancements table presented immediately after leveling up a hero. Different heroes have different golden ratios. For e.g., Prometheus is balanced at a D-L-H ratio of 1:1:9, whereas Ajax shines at 1:4:60.
(4.3) Optimizing the Inventory: Gear is critical to your hero’s offensive capabilities. At the start, you get 25 slots for storing gear, and then each additional hero opens up 10 more slots. Beyond that, slots need to bought with Gems. So, don’t hoard gear; be ruthless in housekeeping. Else, incoming gear cannot be stored and will get lost.
On top of each hero’s panel are 3 “gear set” buttons, with the first one selected by default. The below image shows the inventory clogged with both current, equipped gear and obsolete, unsaleable gear. Let’s see how to get rid of these unwanted items that are taking up valuable slot space.
The below image shows the second gear-set button selected. Here, you can see all the old gear still equipped on the hero. That’s why you could not sell these things, as they are still equipped.
Again, in the below image of gear-set 3, all the old items are still equipped on the hero like in gear-set 2. This is a default setting in the game, which you need to manually change. So, equip all 3 gear sets with the same, latest items. Now, all the old, unequipped items are “released” and free to be forged or sold. Do this regularly to keep the inventory clear for incoming new gear.
The only exception to this is the Hero’s Statue discussed in Section 3.2 above. In that case, gear-set Slot 2 will have defensive gear.
(4.4) Setting Up the Hero: Post the preliminary tutorial, you may have upgraded Powers and Units.
Now, besides the default power inbuilt for each hero, select the best additional powers for the hero (via Hero Preparation > Set Up).
Next, pick the preferred units to support the hero when s/he goes on incursions.
For full setup, raise Hercules to XP Level 15, Prometheus to XPL-17, Perseus to XPL-8, and Ariadne to XPL-11.
To give a fair chance to Prometheus, invest 450 Gems in an additional Power slot for this hero only. Also, prioritize the Leadership stat on this hero’s gear to increase the recharge rate of backup troops.
(4.5) Configuring Offense Waves: The bar at the bottom of the battle screen is the “morale” recharge indicator, which shows how quickly backup troops can become available for the hero during battle. The more the “Leadership” stat value of the hero, the faster the troops get created.
For each hero, select a suitable set of units to support during the attack. Generally, tough (“tank”) heroes need ranged troops and fragile heroes need a close-combat army (as “meat shield”)—check this from the “Health” stat of the hero.
Similar to defense waves, avoid equipping only one type of unit, which can be wiped out with a single spell (fire/ ice/ lightning/ poison).
Increase the hero’s Leadership stat value to increase the speed at which backup units are created. Note here that smaller units (requiring lesser morale) become available first and then bigger units.
Note that, when playing Ariadne, wait for the morale bar to recharge fully before using the Spindle power. Else, only smaller units will appear.
(4.6) Testing Offense Effectiveness: Once you’re done, test your offenses by invading the highest-level opponent on your map using your best hero on auto-play. When this hero achieves a “raid” (or worst case, “siege”) status without using Invocations, you’re ready for conquest. Until then, keep upgrading hero powers and gear.
(5) INVADING ISLANDS (PvP)
Look before you leap when island hopping. The central theme of this game is island conquests. But, these need to be executed strategically—blind button-mashing fails here. The game engine supplies you with an endless array of new opponents to invade, most of them just above and below your AL level. Here, always check the opponent’s defenses in the preview map before deciding to invade. As a thumb-rule, avoid opponents who are at a much higher ascension-level than yours. However, for leveling up your hero, you can occasionally “raid” a higher opponent, but this will cost you Trophies (not to mention Ambrosia). Wise players would realize that being invaded and losing Trophies could be a blessing in disguise.
(5.1) Defeating Units
Spearman—Resists Ice, Poison; Defeat with Fire.
Archer—Resists Fire, Poison; Defeat with Ice, Lightning.
Warrior—Resists Fire; Defeat with Poison, Lightning.
Siren—Resists Lightning, Ice; Defeat with Poison, Fire.
Trebuchet—Resists Poison; Defeat with Fire.
Medusa—Resists Poison; Defeat with Lightning.
Minotaur—Resists Fire, Lightning; Defeat with Ice.
Cyclops—Resists Ice, Fire; Defeat with Poison.
Hydra—Resists Poison; Defeat with Fire.
Griffin—Resists Lightning; Defeat with Poison.
Phoenix—Resists Fire; Defeat with Ice, Lightning.
(5.2) Defeating Structures
Gate of Apollo—Resists Poison, Lightning; Defeat with Fire, Ice.
Barricade—Resists Poison; Defeat with Fire.
Artemis—Resists Poison, Ice; Defeat with Fire.
Prometheus—Resists Poison, Fire; Defeat with Ice.
Poseidon—Resists Poison, Ice; Defeat with Fire.
Iapetos—Resists Poison, Fire; Defeat with Ice.
Charon—Resists Fire, Ice; Defeat with Poison.
Hydra—Resists Fire, Ice, Poison, Lightning; Defeat with physical attacks.
Apollo—Resists Poison, Lightning; Defeat with Ice.
Nyx—Resists Poison, Ice; Defeat with Fire, Lightning.
Helios—Render it useless by clearing all surrounding towers.
Note on “Trap” players: Occasionally, you may find on your map an opponent who seemingly is at your AL (or below) but has deadly defenses (like Medusa, Minotaur, or even Cyclops) way above their AL. That’s an indication of a “whale”. This player just waits for unsuspecting invaders to walk in and get defeated, thereby earning Trophies. Let them be, don’t engage them or you will lose your hard-earned Trophies to them. If you cast Invocations (from the top-right corner of the screen), you will end up giving them Gems too.
(6) GAINING MONSTERS
Again, don’t rush! Upgrade the Mount, Units, and Powers fully before conquering monster islands, else you’ll fail.
Medusa—Dominance Level 200 with Perseus; Morale 5.
Minotaur—Dominance Level 1000 with Ariadne; Morale 6.
Cyclops—Dominance Level 3500 with Odysseus; Morale 8.
Hydra—Dominance Level 15000 with Hercules; Morale 10.
Griffin—Dominance Level 45000 with Prometheus; Morale 12.
Phoenix—Dominance Level 110000 with Cadmus; Morale 14.
If you’re approaching the dominance level for opening up a monster island just before war, try not to lock the conquering hero in the war, else you’ll have to wait till the war ends to release the hero and gain that monster.
(7) LAUNCHING YOUR FIRST ODYSSEY (PvE)
Odysseys are 5-day weekly events starting at 00:00 UTC on Mondays.
Here, instead of Trophies, invasions yield Fame points that can be used to make permanent upgrades (i.e., “Masteries”) to all heroes simultaneously. In addition, this section offers permanent upgrades to troops, towers, and powers. Also, Odysseys are the best opportunities to level up your heroes.
Upon reaching AL-20, the Ithacan Harbor becomes available. Once you build it, you can launch an Odyssey. There are 5 groups of islands (i.e., adventures) to invade, each group with 5 islands (thus, making a total of 25 battles).
(7.1) Planning the Adventure: Plan each of the 5 adventures by first selecting 1 of the featured troops/ towers/ powers for a permanent upgrade.
Then, set the difficulty level. Here, 1 skull gives you a low-level opponent, 2 skulls for equal-level opponent, and 3 skulls for high-level opponent. For your first Odyssey, pick 2.
(7.2) Leveling up Heroes: An Odyssey island is just like any other PvP island. But, unlike the regular islands that require Ambrosia to invade, here you use Wisdom. Store at least 1000 Wisdom and enter the Odyssey islands.
Then, battle it out as you would in a regular island, but do not breakdown the Gate of Apollo to achieve victory. Instead, retreat just before the Gate after achieving “raid”. Your hero would have gained XP.
Keep repeating this step (“grinding”) until the hero reaches the desired XP level. If you get bored, grind on fast auto-play.
Finally, achieve “victory” only with the Honored Hero, else you’ll gain less Fame points.
(7.3) Selecting Masteries: A “Mastery” is a permanent upgrade to 1 stat on all your heroes. There are 5 Mastery slots for upgrading 5 stats in total.
Your first Odyssey could yield a maximum of 150 Fame Points. However, by playing at moderate difficulty with your Honored Heroes (for +3 Fame), you would have gained [2+3]x25 = 125 points.
When you gain at least 100 points, you get to choose 1 Mastery from the randomly offered 2 stats. Note here that, before this selection, store lots of Wisdom (2000+) and Gold (200000+).
Next, pick a Mastery of your choice; prioritize Damage or Health first. If these are not available, you can change the offered stats by “rerolling Masteries” to get the preferred stat using Wisdom points.
Then, increase the chosen stat’s value by “rerolling quality” using Gold. As you reroll, a glow appears around the stat icon. Similar to gear, the 5 levels of Mastery are:
Epic (green glow)
Legendary (blue glow)
Eternal (purple glow)
Godlike (orange glow)
Titan (red glow)
For the 5 Mastery slots, besides the aforementioned 2 priority stats for beginners, the other 3 to aim for are:
Life on Hit.
Note here that once you’ve fixed a Mastery in a slot, you can still change it but only after filling all 5 slots. For this, you play 4—6 more Odysseys, gain more Fame, and fill up the other 4 slots.
(8) JOINING AN ALLIANCE
Joining an alliance (via Community > Join Alliance) gives you bonus Gold every time you go fighting. Your alliance could also yield war chests and Gems. It’s a family and needs lots of commitment. Besides daily donations, there’s always pressure to fight in the weekly wars. So, get into an alliance only if you like to collaborate with other players as a team and can/ will invest the time. If you’re a laid-back or super-busy person who likes to play at your leisure, better stick to PvP and PvE.
The game engine automatically suggests suitable alliances for you to pick from. Check their communication language, % Gold bonus, average ascension levels of members, and inactive-member count before joining one of them. Here, bigger may not be better.
If you wish to manually search for an alliance, browse through the list of all alliances to identify a suitable alliance as per the parameters listed in the previous point.
Once you decide and join, evaluate them for a couple of days to get comfortable. Review their chats, discuss the last war (that you missed), ask for advice on gameplay, etc. If you don’t see much activity, promptly quit.
Once you decide to continue, make a large donation and stick with them. Then, don’t be a sloth/ quitter. And, don’t be a leech/ miser either—donate daily to your alliance. The more you donate, the more you will receive.
Next, via the chat window, share your daily code (at Chest Inventory > Titan Rewards)—valid for 72 hours—with the alliance members, so they can add you to get Titan Rewards and Ajax. You can link to a maximum of 10 new players. If a player goes inactive, delete them and get new ones.
Caution: An alliance is as strong as its weakest link. Join an alliance only when you are fully confident that your defenses and offenses are strong enough. Else, you will become a liability to them during alliance wars.
(9) WAGING YOUR FIRST ALLIANCE WAR (Multiplayer)
Alliance wars are 2-day weekly events starting on Fridays at 15:00 UTC.
War is a good opportunity to learn and improve your own defense and offense configurations. Your first alliance war is your baptism by fire, a true initiation into the alliance. You get noticed by senior players and, depending on your efforts, will earn their respect. War bonds warriors, and you will realize it as you work with other alliance members as a team to win Strikes.
(9.1) Preparing for War
At 1500 hrs. UTC on Thursdays, the 24-hour countdown for war begins, indicated by the pulsating War icon on top. Now, the game engine automatically conscripts 2 of your heroes and allots them for war. You can switch these heroes with other ones. Note here that once the war begins, these war heroes will not be available for regular invasions on your map, so be sure which ones you’re assigning for Strikes.
Use the following criteria to assign heroes:
The hero that you’ve leveled up the most. Higher the hero’s XP level, faster is the Fury recharging.
The hero with highest DPS and Health. This improves survivability when battling tougher players of the opposing alliance. To be safe, pick a shield bearer.
Upgrade your war heroes’ gear to the maximum via forging and looting.
Just before war, spread out your other non-war heroes, so you can suitably defend your conquered islands in the absence of the war heroes.
(9.2) Participating in Strikes
On Friday, the pulsating War icon morphs into a burning icon with a 48-hour countdown. Enter it.
At the start of war, you’ll have 3 Fury charge per war hero for attacking 3 times. Spend them wisely.
Once the war begins, don’t be a deserter and quit the war/ alliance in the middle. Be honorable.
The alliance leader pins markers on the war map identifying islands for the members to attack. Follow the leader; don’t go on any tangential, cowboy missions. Victory comes from teamwork.
Before attacking, fill your Ambrosia storage. You’ll need it if and when your hero dies in battle.
In the war map, study the defenses of each member of the opposing alliance to identify the toughest one that you can defeat. Don’t go for easy pickings; they yield less Victory points. You need to get the maximum points for each Fury used.
If everyone in the opposing alliance is way above your offense capabilities, don’t lose heart. Ask your alliance leader for an attack plan. Keep upgrading the war heroes’ gear, powers, and troops. Aim for “siege”.
Attack with everything you got. Use invocations as a last resort and only when victory is achievable.
Most importantly, respect your opponent to enjoy the process. Don’t get an ulcer if you lose; just upgrade and return to the fight. From their defense configurations, learn to improve your own defenses.
Check your Battle Log on the Mount to see if the opposing alliance has invaded your base (and they will). Don’t worry; just keep upgrading the buildings and defenses to resist them better next time. Again, have fun!
(9.3) Post-War Analysis
Alliance wars end on Sundays at 3 PM UTC.
After the war ends, your alliance leader will study the performance of each member and may recommend improvements for better performance in the next war. Follow them dutifully.
If you were inactive or failed to participate in any Strike, you affected all other members, so may receive a warning. Repeat offenders will get kicked out.
Finally, celebrate as a team—both in victory and in defeat. Today’s defeat is tomorrow’s victory… and vice versa.
(10) GENERAL TIPS
Visit https://flaregames.zendesk.com/hc/en-us/categories/200831829-Olympus-Rising and read all the articles there.
Visit https: //forums.flaregames.com/topic/36665-titan-code-thread-for-new-players/ and post your Invitation Code there to link to new players for earning Titan Points.
Open the game daily, at least to collect the Daily Gifts. If you don’t visit for 7 continuous days, the game will flag you as “inactive”, badly harming your alliance. If you do decide to quit the game, first politely exit the alliance. That’s basic courtesy too.
Visit the Titan Rewards screen every day to gain points and empower Ajax.
As players linked to you can view your Mount Olympus, you can rearrange the buildings in your Acropolis to suit your sense of esthetics. Do this early on, so you can plan the placement of decorations.
Invest Gems in placing a defense fleet to guard your heroes on conquered islands, so they don’t get kicked back to Mount Olympus by a stronger opponent.
Don’t collect Ambrosia gifts from completed Quests. They provide additional storage space, which is a premium in early levels of the game. Collect them incrementally as and when needed.
Check out the tips frequently displayed on the game screens.
Avoid sharing your joining date, email address, or other personal information as text, screenshots, or videos in the alliance or Forum. Cheaters could use it to hijack your account.
Finally, remember… it’s just a game. Everyone is having fun. Be polite in alliance chats. Don’t get personal/ political in the game, during wars, or when your Mount is invaded. There’s no greater grace than modesty in victory and dignity in defeat. Celebrate the victors, appreciate the vanquished—that’s how noble knights dueled!
PS: The contents of this guide were originally my gameplay notes when I started with this game. My heartfelt thanks to my alliance’s (“Hades Elite”) leader and senior members for giving me much of these inputs and the encouragement to publish these notes. If I missed or misunderstood something, please post a specific correction as a Comment below, so I can rectify the post. If you have additional tips and tricks for new players, please do share here, so I can add that too. Thanks 😊