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Showing content with the highest reputation since 12/11/2017 in all areas

  1. 36 points

    Change in Community Management

    Hi Queens & Kings, We just want to give you a heads up that there will be some changes in the next couple of days/weeks in the management of the community. We as the developer will be more active than in the past. We will take care of you in the future. For the moment the usual suspects from our side will answer your questions, but soon we will hire a full-time community manager who will be working in the development team. We are very much aware that you guys do not receive the care we would love to be able to give you in the past. So please forgive us, let's leave the past behind and let's work together to make this forum a better place for all of us. Keep fighting! Pete
  2. 35 points
    Kings and Queens, Over the course of the weekend some of you experienced severe server issues that lead to frequent disconnects and frustrating situations in War Season but also Pro-League battles. We understand that the outcome of both the current War Season and the Pro League have been negatively affected by this problem. This is why we wanted to compensate all affected players as follows: The fiefdom count of all Alliances participating in the current War Season remains untouched, as if this War Season didn't happen As soon as the current War Season is over, all participating Alliances will get all 3 War Boosts of this season activated for 10 days, on a level that corresponds to their fiefdoms Participants of the War Season will additionally receive a Holiday Chest All Pro-League participants will receive an additional 10 minutes of playtime to make up for the time they potentially lost due to disconnects All players will receive 100 Gems We really hope this will help you all get the best out of our game. We are sorry for the inconveniences. As usual, thank your so much for your reports, your continuous support and of course for your understanding. Many thanks, -Your Royal Revolt 2 Team Admin Edit: Changed 5 Days to 10 Days. To clarify: When the war season ends, all participating Alliances will receive 3 boosts, which will be activated for 10 days.
  3. 34 points

    RR2 Wikia is becoming deprecated

    Flare if you care so much of sharing the Wikia RR2 link on Twitter why you don't give the same attention on giving some new values every time you change something, just look around in the wikia the amount of tables that are empty or wrong. Why Flare should share a website with empty or wrong tables, right? Please don't share RR2 Wikia giving hopes to users to find something that they can't find! @flaretara
  4. 32 points
    Hello to you, our beloved Flaregames. So, I'm the leader of Apocalypse alliance, who actually does not enjoy playing your game for more than a year, but my bros and sis from the alliance keep asking me to not leave completely, so, I kinda had no choice, love them too much :/ While you were killing your own game - I stood silent, since I feel like writing something is a waste of time. But after the recent updates, your game became kinda not worthy to play for too many players. At least for the most of "competitive" players for sure. You can try to make "the best base" - but you would always need those who would dump you into the top, plus some real money investements at some point, otherwise you cannot keep up with all the forging of the new towers. That is also kinda boring after a while. So, forcing my players to participate in this rip-off, is like tricking my own people to get rid of their life-hours and money for nothing, since in the end - they would have exactly 0 value at their hands, once you switch "the meta" into the new direction and the old forged towers would be useless (also, it's kinda about "pre Flothaboss updates", since after those - anyone can win any base with 30-50 seconds left, thanks to that great guy, now even those who would never quit RR2 before, even if Apocalypse would be gone - wanna quit now). You can try to max your skull perks beyond the 32%, which would mean - you would get low values, but would still progress, and for that you either need to play this game for a few years, constantly, or invest some real money when "Meltdown" events are happening. Again - thanks to the new war system, when low alliances on the map can gather 10%+ Loser Bonus in 2-3 days, and no matter how high your players skull perk is - would easily win you, since you can only manage to get 1/5 of that as the top alliance and scoring is limited by battles. Again - pushing anyone in this direction means that I should hate them to waste their efforts and money like that - I simply cannot do so. What else is there? Right, ninja-events. Events in which you need to push players into the trophies range they do not belong, so that they can enter the ninja event with 30 levels to earn some pearls and some gear to sell/melt from the chests, since pro-league items are so much better now, that in the most cases those ninja events are like a Granny shop - completely useless relic of the past. And if you measure how much pearls you need to keep up with FG changing the "defense balance" - you either need to constantly play to get tons of pearls from raiding low bases in the luck gear, or invest real money to double or triple what you get from the ninjas. Yet again - even forcing someone to play more in RR2 without investing real money feels sad, cause when some top level accounts could be bought for 70$ with over 1000$ investements over the years on it, along with thousands of hours played on that account. Simply because with nothing to actually do in this game - many players are quitting and selling, and there are not much players who would want to buy. Aaaand there is the star of our show - pro-league. Kudos for making it, but it's actually the only thing left to do in the game, and it requires nothing at all from the player, except the level of his throne room. Everything else is equal.In any system there are always some loopholes, so, by limiting time to 35 minutes you get rid of the "faming" players who can try whole 3 days to get the best scores, but you still give much time - so, those players still do try, just on many different accounts. Some players quit cause of the pro-league, some are playing cause of it, but making an alliance solely for the pro-leagues kinda sucks, since we can just be without alliances and speak in some chats outside the game on "how better to complete those levels" without losing any quality of this "content". I feel like there could be some improvements, like removing time limit, so that all the players would have equal possibilities for the leagues, and yeah, time spent would beat skilled hands in some cases - but it still is like that now, so it should be a change into better direction + would give players less stress, cause their losses could always be corrected (and trust me, some losses are just a random garbage that happens when your wolf does not howl on first 3 attacks on the enemy, or when you get slowed right after the Hero Scream, when you monk simply does not cat heal for over 10 seconds e t.c.). Not really that important part of the game - you should decide how to fix it yourself. Important part is - fix the wars, so that skull perks would matter again. Either remove LB, or revert it back to how it was before "recent" change, or create new system with like only 10 bases that alliance leader selects being attackable, no LB, no farming. Change the maps, maybe add whole new system, so that low alliances would not feel left out. Also, war boost should be buffed, since right now - hard to even decide if it's worth fighting for something that is not pyromancer, and even they are not required with those "new paladins". And I mean it in the nicest possible way - I do not know who implemented recent LB changes in the first place, but when I was reading that for the 1st time - it almost gave me autism. Like, really, alliances with low fiefdoms would get x5 LB that top alliances would get, in the same wars? xD So in 2 losses, top alliance would never, ever be able to catch up in LB till the end of the season? Then fix the defenses - if you like changing them so much - create a system, in which you can transfer "forges" from one tower to another, because those changes that force you to replace all you've had to some new ones - it pushes people away from the game, maybe for the first change like that they still feel a rush to level up new stuff, but after it's 3rd or 4th time - they usually give up. Also add some balance, since "anyone can beat anyone" system pushes players away. We would leave on May 1st 2018 from the game, unless our demands at least on the war front are met. Thanks for playing with us for all the players we've encountered over the years, thanks for competition that we had all those years to Vanguard Legion, Todesritter and to others who are already gone, it was fun, while it lasted. In the current game though, it's just now worth even the time investement, not speaking about investing even more money into the game. We leave, then probably Roaring Lions would leave, and with no one to compete against - in a few months, others might follow. It's for you, Flaregames, to decide how to handle this, I've just brough the will of the people to you via these words, I'm good either way, I would either be finally free from this money/time-sucking garbage of the game, or it would turn into something worth to play, again. P.S. Flaregames, If you actually do care - I would be around till May 1st 2018, feel free to contact me via forum, I can share many concepts on how to improve the game, so it would attract players and not push them away (I was a developer in the past), while also making you money in the process. If you do not plan to implement any changes - you can just tell me that in advance, so I could leave without waiting till 1st of May xD And if you would plan some changes that would take longer - I can try to keep people playing, but only if there is an actually worthy reasons to.
  5. 28 points
    Oops... Looks like we made them angry! Tomorrow is Olympus Rising's birthday, so I was just preparing piles of 6000 Gems for all players, but then the brothers burst in and started burning all my toys. I know I was the one who put up the wanted posters, but I have to admit I made the cowardly choice of saying you guys made me do it. I guess we'll have to band together and try to save as many Gems as possible (when I say we, I mean you. I'll be hiding in my cave). Good luck, mortals! - Captain Morgan Challenge Rules: Note: please ensure you adhere to all rules, otherwise you will not receive a reward. The aim of the challenge is to build a single defense which kills Zeus and Hades. Each participant must submit a non-private video which is still online at the time of judging. The video must show: The player selecting "Test Defenses" on their own Mount Olympus. An entire battle with Zeus playing in Autoplay A second battle in the same video with the same defense but with Hades attacking. If you change your defense or switch defense sets after the video has started you will not receive a reward! The rewards will only be given to the username shown in the "TEST YOUR DEFENSE" screen. Autoplay must be activated before entering battle, and Zeus or Hades must play entirely in Autoplay once the battle has started; no additional actions can be taken by the player (including spawning units, using spells or invocations, or switching offense/defense mode). If Autoplay is activated only after battle is loaded, you will not receive a reward! The entire battle must play out at normal speed, battles with fast-forward active will not count! The player may choose which spells and units to equip, but all available slots must be filled. Blessings may be active. If the god dies, you must choose to retreat from battle. It must be possible to read the percentage in the end result of both battles, if they cannot be verified, you will not receive a reward! Please include your in-game username when you post your video, including any special characters or emojis. Please upload the video to the site of your choice (Youtube, Google Drive, Dropbox, etc.) and post a link in this thread. All entries will be visible once the deadline has been reached. In the meantime, you will not be able to see other players' submissions. Deadline for submission of videos or broadcasts is high noon on Friday 18th May (12:00 midday). Rewards: Every player begins with a reward of 6000 Gems. The gods will steal the Gems from you in the following situations: -10 Gems for every 1% of your defense destroyed by Zeus and Hades combined over both battles. -1500 Gems for each god that survives your defense. -500 Gems for each god that destroys your gate. Example: You start with 6000 Gems. You manage to stop Zeus from destroying your gate with 43%, but cannot kill him (-1930 Gems) Hades destroys your gate without you killing him, he gets 100% (-3000 Gems) You win 1070 Gems.
  6. 27 points

    Version 4.0 is out now!

    Queens & Kings, The wait is over: Royal Revolt 2 Version 4.0 is finally here! After months of hard work we are now excited to unleash our biggest update to date: Conquest! A new game within the game: The new Conquest Mode with all its features almost offers the complexity of an entirely new game. In the vein of classical Strategy games, Alliances will uncover large maps, claim territory and fight enemies in monthly events to gain breathtaking rewards and become the biggest conquerors of them all. The new mode comes with two main parts: Alliance Stronghold and Conquest. Alliance Stronghold: Your Alliance's Stronghold is your homebase. Here, you and your friends train Troops, collect Wisdom and produce Stone in order to be properly prepared for the dangerous journey. Each player will manage three production buildings for the three different resource types. Once a building has produced enough resources, the players can send out a shipment to the corresponding Alliance Building, where it'll be stored until the next Conquest Event. Conquest: Once a month, it's time to set out as an Alliance and explore a new world for unimaginable riches. Alliances will find themselves on a map with 3 other Alliances (one in each corner). While each Hero will independently move over said map, the rank in the Alliance determines who can perform certain actions (such as Troop assigning, Technology research and the erecting of Watchtowers). The goal of Conquest is to reach the highest Conquest Score in the end, which is achieved by claiming as much territory as possible with your Alliance. Rewards: The higher your Alliance's rank, the better the rewards for everybody. Next to glorious Chest rewards (including Pro-Chests), there are 4 crazy new Conquest Boosts, you can unlock with your team. Similar to how they can be won in regular War Seasons, 3 of those boosts will be given out depending on an Alliance's rank. The 4th one, however, will be unlocked with Conquest Score only. That means, that Alliances that don't make it to the Top 3 still have a shot at one of those new Boosts. Let's take a look at what we're working with: Heavenly Haven: For the first time ever, we're introducing a Tent Boost. Your Tent will provide a Blessing at the start of each battle, giving you the chance to build up an epic army. Additionally, the Tent will be shooting new royal debuff bombs to increase your advantage at battle start even more. Twisted Trickster: Making these little naggers even more tenacious, this Boost will make each Gargoyle split in two the second it hits a target. Trioxin Tower: Introducing another "First", Snake Towers will make their nasty Boost-Debut. Frequently spawning Zombies and infecting enemies with the deadly virus, this Boost will create quite an undead mess. Einherjar: The ability to cast a Battlecry and shield your units (ontop of everything else that makes Vikings awesome) renders this fella the ultimate warrior. There is a whole lot more to say and learn about the Conquest Mode, so make sure to check out the FAQ-Thread we prepared. It will make it easier for you to wrap your heads around all that is new. Find it all here: https://forums.flaregames.com/topic/44246-conquest-faq/ Our first Conquest Event is scheduled for August 7th, 10:00 UTC. Since you will have access to your Stronghold before that already, we recommend you start producing the new Conquest resources as soon as possible, to give your Alliance a smooth start into the first Conquest Event. Community Requests and Bugfixes: Aside from all this new content, we also included a bunch of community requests and bugfixes, such as: You've been requesting it for a long time and now it's here: The battle cutscenes for the Dragon and Beast spawning can now be activated/deactivated individually. Just head over to the options menu and set it to whatever you prefer. Video Ad Rewards should be working fine on Windows again. We are really sorry this took such a long time, circumstances and time constraints made it impossible for us to fix this sooner. Crashes on Android Oreo should be fixed (Thread: https://forums.flaregames.com/topic/43572-continuous-crashing-since-last-android-update-lg-g6/) The Stun of Stone Dragons should no longer last as along (Thread: https://forums.flaregames.com/topic/43703-skull-towers-dont-fire-anymore-after-being-hit-by-stone-dragons/) Whoops! We also fixed the switched Dragon colors, but guess what: We broke it again. (Now every Dragon should be red). A fix for this will follow in our next version. In conclusion, we want to take the opportunity to thank you all for your patience. You guys had to wait a long time for this one. We just want you to know that we appreciate your constant support over the last 4 years and we know the road up until here was quite bumpy sometimes. We put a lot of blood, sweat and tears into this Update and we hope that you enjoy it. There is a lot more stuff planned for those new additions and we are already working on improvements and polishing. Thank you all, Your Royal Revolt 2 Team
  7. 27 points
    Hi all, The challenge is now over, and Zeus and Hades have made off with a smaller pile of Gems than they had, perhaps, expected. We will now begin checking the videos. No rewards will be given until all videos have been checked. Please DO NOT message me about not getting a reward until I announce that the rewards have been given. I will not answer, and if I'm feeling particularly grumpy, I might keep a couple of your Gems for myself. Due to the sheer number of entries (over 500!), checking these videos could take a very long time, so do not expect rewards to arrive within the next couple of weeks. Please bear with us, as we are only human (and cyclopean). Those of you who already messaged me with problems - don't worry, we will sort your entries out. Thanks to everyone who took part in showing Zeus and Hades who's boss, though I will, of course, be taking all the credit. Have an awesome weekend! - Captain Morgan
  8. 26 points
    He's finally gone too far! After many months of dealing with Hades' smug "holier than thou" attitude, I've finally had enough. As I did for his brother over a year ago, I'm now placing a bounty on Hades' head. Show me a video of your defense beating Hades and I’ll give you a reward. Signed - Captain Morgan Challenge Rules: Note: please ensure you adhere to all rules, otherwise you will not receive a reward. The aim of the challenge is to build a defense which prevents Hades from destroying the Gate of Apollo. Each participant must submit a video which is still online at the time of judging. The video must show the player selecting "Test Defenses" on their own Mount Olympus. The rewards will only be given to the username shown in the "TEST YOUR DEFENSE" screen. Autoplay must be activated before entering battle, and Hades must play entirely in Autoplay once the battle has started; no additional actions can be taken by the player (including spawning units, using spells or invocations, or switching offense/defense mode), except to resurrect Hades in the (unlikely) event of death. If Autoplay is activated only after battle is loaded, you will not receive a reward! The entire battle must play out at normal speed, battles with fast-forward active will not count! The player may choose which spells and units to equip, but all available slots must be filled. Blessings may be active. If Hades dies, he must be resurrected. In the event of multiple successful videos, the person with the lowest completion percentage will be declared winner. Every player who manages to complete the challenge will receive 500 Gems. The defense which defeats Hades with the lowest percentage will instead receive a 1500 Gem prize. Anyone who manages to actually kill Hades for me and stop him destroying their Gate of Apollo after he resurrects receives an additional 3000 Gems. All entries will be visible once the deadline has been reached. In the meantime, you will not be able to see other players' submissions. Deadline for submission of videos or broadcasts is high noon on Friday 13th April (12:00, GMT+2). Please upload the video to the site of your choice (Youtube, Google Drive, Dropbox, etc.) and post a link in this thread.
  9. 26 points
    The challenge is now over, and Hades has retreated to the underworld to lick his wounds. Thanks for teaching him a lesson! Rewards will be distributed as soon as possible, most likely over the course of next week (please bear with us as there are a lot of rewards to give out!).
  10. 25 points

    Conquest FAQ

    The Conquest - A Player’s Guide Version 1.0 Basics Conquests feature a completely new game mode. Every 4 weeks there will be one Conquest lasting over a period of 8 days. What is a Conquest? Four Alliances are matched against one another in each corner of a map that is covered by fog of war. Players have to venture out with their Heroes, scout the area, thereby unveil the map and claim Alliance Territory by building and upgrading Watchtowers. Who is eligible to take part in Conquest Events? The Conquest Event is unlocked for Alliances with at least 15 active members. There is no player or Throne Room level restriction. 15 are required to participate. Falling under 15 during the conquest will still allow Alliances to continue playing in that Conquest. What is the goal? The goal of a Conquest is to explore, conquer and defend undiscovered Territory together with your Alliance. Strong leadership, tactical finesse, the solidarity of your Alliance and a lot of communication will be necessary to fend off your competitors and gain control of these unknown lands. How do we fight other Alliances? Wars can be initiated to destroy hostile Watchtowers and to fight Heroes from other Alliances on the Conquest map. These Wars are similar to those in War Seasons, but also have some new characteristics. What are the Rewards? There are four new very unique Conquest Boosts up for grabs as well as reward Chests and Alliance Gold . At the end of a conquest, the top and bottom 20% of Alliances within a Conquest tier move up or down to the next tier, respectively. Conquest Boosts, like War Boosts, can be prolonged until the end of the next Conquest Event. Additionally, reward Chests can be unlocked by reaching increasing levels of Conquest Score. Reward Chests are earned for everyone in your Alliance. The current standings and any progress towards earning reward Chests and War Boosts can be seen in the Standings screen during the Conquest. Conquest Score and Matchmaking How can I win a Conquest with my Alliance? By obtaining more Conquest Score than other Alliances on the map. Conquest Score is acquired by claiming Alliance Territory (map tiles) on the Conquest Map. In essence, a Conquest victory can be achieved by: Claiming Alliance Territory by building and upgrading Watchtowers Fighting Wars to defend own and destroy hostile Watchtowers Fighting Wars to prevent hostile Alliances movement Coordinating the movement of Alliance members and placement of Watchtowers to secure tactical advantages Your Alliance’s Conquest Score at the end of the Conquest determines the overall rank of your Alliance and the others matched with you. How are Alliances matched against each other? There are different tier levels with increasing rewards for Alliances in higher tiers. When a Conquest starts, your Alliance is placed in a tier based on the average Conquest Score of your last 3 Conquest Events. The average of the last 3 is not used anymore. We have updated our matchmaking in Conquest. More info can be found here: Alliance Stronghold What is the Alliance Stronghold? The Alliance Stronghold is a shared place for all members of an Alliance and home to Alliance Stronghold buildings. If your Alliance has a minimum of 15 members it can participate in a Conquest Event. Every member of an Alliance can access the Alliance Stronghold at any time regardless of whether a Conquest is currently running. It is a safe haven for each Alliance member to gather, contribute resources and plan strategies. What do Alliance Stronghold buildings do? Alliance Stronghold buildings generate and store the resources you will need during the Conquest. They can be upgraded by the Alliance Leader and Generals with Alliance Gold. Alliance Stronghold buildings and their upgrades are permanent for the whole Alliance. They do not reset from one Conquest to another. How many buildings are there and what is their purpose? There are five Alliance Stronghold buildings in the Stronghold center: The Alliance Headquarters - research Technologies and increase max Troops per Hero The Builders’ Quarters - houses Alliance Builders needed to build Watchtowers The Troop Quarters - houses the Troops your Leaders and Generals can assign to Heroes and Watchtowers The Stone Depot - stores your Alliance’s Stone The University - collects your Alliance’s Wisdom In addition to the Alliance Stronghold buildings in the center of the Stronghold, each player has their own quarter with personal buildings which can be built and upgraded. The Training Camp generates Troops over time which can be assigned to Watchtowers and Heroes The Alchemist’s Laboratory generates Wisdom over time used for research The Quarry generates Stone over time which is necessary to build and upgrade Watchtowers In order to make use of these resources, they need to be sent to the respective Alliance Stronghold storage first. Whenever resources are used in a Conquest, they are taken from the respective Alliance storage and not from players’ buildings. What are these Districts in the Stronghold? All Alliance members have their own place in the Alliance Stronghold. There are eight Districts in the Alliance Stronghold. Each District can house up to eight Alliance members. Here you see all other Alliance members, their personal Alliance Stronghold buildings and levels. We now also have an overview screen that shows each alliance member's contribution. What happens to Alliance Stronghold buildings when no Conquest is running? You can access and upgrade your Alliance Stronghold buildings at any time regardless of whether a Conquest is currently running or not. What happens to your personal Stronghold buildings when no Conquest is running? You can access and upgrade your personal Stronghold buildings at any time regardless of whether a Conquest is currently running or not. Upgrades started during a Conquest keep running until they finish. Your buildings do not produce any resources while upgrading. It may be wise to upgrade them in-between Conquest Events. What happens to my buildings when I leave my Alliance? You will keep your personal Stronghold buildings and upgrades. They can be accessed again after joining your new Alliance. The Alliance Stronghold buildings and their levels are directly tied to the Alliance. What happens if my Alliance drops below fifteen members? Alliance Stronghold buildings are permanent even if your Alliance drops members and is currently not eligible to part in the Conquest. Those buildings are only lost when the last member leaves and the Alliance is deleted. If an Alliance drops below fifteen members during a running Conquest Event, they will not be eliminated from it. Only when the last member has abandoned the Alliance it will be eliminated from the Conquest. What happens when I join a new Alliance? You will have access to their Alliance Stronghold buildings as well as your own personal Stronghold buildings. You will be able to send resources to the Alliance Stronghold storages and can fight in Conquest Events that have not started yet. If you join while a Conquest Event is already running, you will not be able to access the Conquest Map and therefore not be allowed to fight for your Alliance. You can however send your produced resources to the Alliance storage. Resources What kind of resources are there? There are four resources. A quick overview: Builders - required to build and upgrade Watchtowers on the Conquest Map Stone - required to build and upgrade Watchtowers on the Conquest Map Wisdom - necessary to research Technologies Troops - can be assigned to Heroes and Watchtowers to help win wars When can resources be sent to the Alliance Stronghold buildings? As soon as the storage of one of your personal production buildings is full you can send it to the corresponding Alliance storage. It currently takes two days to completely fill up one of your personal production buildings. Take a Level 1 Quarry for example: It generates two Stone per hour and has a total Storage capacity of 96. That means it will take two days to completely fill up once. All three different resource production buildings generate simultaneously. In times of great need, you can also choose to immediately fill your storage and send it. Research Where can I research Technologies and how does it work? A Research Tree is available in the Alliance Headquarters. Each new Conquest will start with a new undeveloped Research Tree which can be researched throughout the Conquest. Technologies costs both Alliance Gold and Wisdom to begin the research progress. Once a Technology has been researched, your entire Alliance benefits from its bonus and research for the next Technology can be started. Does my Alliance keep unlocked Technologies for the next conquest Event? No. Every Conquest Event has its own Technology tree. It is reset with the start of a new Conquest. Choose your path wisely. Conquest Map All Heroes start in their Alliance Strongholds each located at one corner of the Conquest Map. How do Heroes move on the Conquest map? Moving your Hero requires a new type of resource: Energy. Each Hero has a pool of Energy. Energy automatically regenerates over time. How are Energy costs calculated and how does movement work? Hero movement on the Conquest Map is instant, you will immediately arrive at your destination. You can cover a distance of up to three map tiles with each movement. However, after each move you will have to wait for a cooldown to finish before you can move again. The further you move and the more difficult the Terrain, the more Energy you will use up, and the longer the cooldown will be. Example: Moving through a Swamp costs more energy than moving over Grass tiles. The cooldown after moving will be higher. Each type of Terrain has a different Energy cost which can be seen while selecting the tile you want to move to. Why can I not select my own path when moving? When you select a tile to move to, the path with the lowest Energy cost is automatically chosen for you. Are there any advantages while moving in Alliance Territory? Yes. Moving over your own Alliance Territory costs less Energy than moving over Unclaimed Territory. Moving over Enemy Alliance Territory costs more Energy than in Unclaimed Territory. Can I block other players on the map with my Hero? Your Hero does not block other members of your Alliance from moving to a tile. If other Alliances try to move onto your Hero, a War will be initiated. Non-participating Alliances cannot move into a tile with an ongoing War. Watchtowers Alliance Leaders and Generals can build Watchtowers at any location where a Hero of their Alliance is placed to claim Alliance Territory and Special Tiles within the Territory. Where can I build these Watchtowers? On all unclaimed tiles, except on Special Tiles, mountains, water and rocky underground. Remember that the Watchtower will be constructed exactly where the Hero is. What does it cost to build a Watchtower? Building and upgrading Watchtowers costs Stone and Alliance Gold, as well as requiring an available Builder. The time for building or upgrading the Watchtower is dependent on how far the Builder needs to travel and the level of the Watchtower. How many Watchtowers can we build as an Alliance during a Conquest? As many as you want. The only limiting factors are building time, the number of Builders and your resources. How do upgrades work and why would I spend resources to upgrade a Watchtower? Upgrades can be started by Alliance Leaders and Generals, regardless of whether a Hero is present on the Watchtower. Upgrading the Watchtower will improve: The Territory size - increases your Alliance Territory Vision range - helps planning the next move Max Troops - increases the number of Troops that can be assigned to the Watchtower Defense modifier - increases the Watchtower’s defense Watchtower upgrades cannot be started while the Watchtower is under attack. If a Watchtower is attacked while an upgrade is in progress, the upgrade progress will pause and only resume after the War is finished. When a Watchtower is built, an Alliance member must be selected as the Tower Guard to defend it. This is done when confirming the construction of the Watchtower and cannot be changed afterward. What is a Tower Guard? The Tower Guard's defense is used when other Alliances attack the Watchtower. If a Watchtower is under attack, the Tower Guard’s Hero does not need to be positioned on the Watchtower to take part in that War. They can fend off attackers in that War from anywhere on the map and even take part in a second War. Additionally, other Heroes that are currently on the Watchtower can help defending it. Their defenses will be used when they are attacked in that War. Alliance Territory Alliance Territory is made up of all claimed tiles around Watchtowers and is highlighted in your Alliance's color. Enemy Alliances cannot build their Watchtowers on your Territory. Can Alliance Territory be lost again? Yes. If a Watchtower is attacked and destroyed by an opposing Alliance all Alliance Territory claimed by that Watchtower will be lost. What happens when Watchtowers of opposing Alliances are built close to one another? If opposing Watchtowers have overlapping Territory, the Watchtower with the highest level claims the tiles. If Watchtowers have the same level, the one which reached that level first claims the tiles. Special Tiles What are Special Tiles? There are three different types of Special Tiles on the Conquest Map: Abandoned Mines Ancient Libraries Remote Villages There are two types of Special Tiles on the Conquest Map: Resource-generating Tiles (Abandoned Mines, Ancient Libraries, Remote Villages) Tiles that grant Conquest Score (Windmills, Shrines and more) What do Special Tiles do? Once you have claimed resource-generating tiles, they generate stones, wisdom and troops over time. Tapping them once full collects the resource for your alliance. Tiles that grant conquest score give you an important edge in score that you will need to win the conquest. Why are Special Tiles so important? In addition to generating valuable resources for your Alliance, Special Tiles award much more Conquest Score than all other Terrain tiles. Special Tiles are incredibly important as they can potentially be the deciding factor in how well your Alliance performs in a Conquest. Wars How can I initiate a War against an opposing Alliance? Anyone in an Alliance can declare a War by moving onto the same map tile as a Watchtower or a hostile Hero. Once you are participating in a War, you are not able to move your Hero anywhere else on the map until the War is over. After moving your hero to initiate or participate in a war, you can still immediately fight in that war as long as you have enough Energy to attack. How many Wars can there be at a time? Multiple Wars can take place at the same time. The amount of Wars taking place on a Conquest Map is only limited by the number of players and their decisions. How many people can fight in those Wars? Potentially, all players in the two fighting Alliances can join the War. Other Alliance members can join a running War at any time by moving on the same map tile. They are then able to fight in this running War and possibly turn the tide. Members of a third Alliance cannot participate in a War between two other Alliances. When can Wars be declared? Starting new Wars is restricted when the Conquest Event is close to ending. Otherwise Wars can be declared at any time throughout the Conquest. Do I need Food to attack in these Conquest Wars? No. Energy is required to attack others in these Wars. Why do Energy costs for attacks vary? When attacking a player during a war, the Energy cost for attacks depends on the difference in strength between attacker and defender. This difference in strength is directly related to attack and defense modifiers. What are attack and defense modifiers? These are values that can turn a War in your favor because they directly translate into Energy costs for attacks in Wars and influence the amount of Skulls needed to achieve a Supreme Victory. Attack modifiers are influenced by: The Terrain you are fighting on The amount of Heroes standing on the same tile The amount of Troops assigned to you and other Heroes Specific Technologies Defense modifiers are influenced by: The Watchtower level and assigned Troops The Terrain you are fighting on The amount of Heroes standing on the same tile The amount of Troops assigned to you and other Heroes Specific Technologies Where can I see attack and defense modifiers? Every map tile has an info section where these values are displayed. The same is true for Watchtowers and the Supreme Victory screen. What is a Supreme Victory? Wars on the Conquest Map introduce a new feature: Supreme Victory. A Supreme Victory can be achieved by an Alliance in a running War by having a lot more Skulls than the other Alliance. When a Supreme Victory is achieved, it instantly ends a running War regardless of the remaining time. The amount of Skulls needed to achieve a Supreme Victory is determined by the difference in attack and defense modifiers. The amount of Skulls needed to achieve a Supreme Victory decreases during a War. This makes it easier to achieve a Supreme Victory a couple of hours after the War has started. Detailed information about this can be found in the Supreme Victory screen, which can be accessed by tapping the crossed swords on a tile where a War is taking place. Does the Skull Boost Perk work with Supreme Victories? Yes it does. The more Skulls your Alliance earns the better are your chances to beat your opponent with a Supreme Victory. Even if no Supreme Victory is achieved, Skull Boost gear will help you to win, just like in a normal War Season. How do Troops work? Alliance Leaders and Generals can assign Troops to Watchtowers and to Heroes. These Troops do not appear in the actual battle or influence it in any way. Here is how it works: Assigning Troops to a Hero improve attack and defense modifiers in a War. Assigning Troops to a Watchtower improves its defense modifier. Again, attack and defense modifiers directly translate into the amount of Energy it takes to attack someone in a war and also the amount of Skulls it takes to achieve a Supreme Victory. In every war that takes place on the Conquest Map, the Alliance that has more Troops assigned to participating Heroes and Watchtowers has an advantage in that war. This means Troops are an essential tool to swing Wars in your favor. Where and when can Troops be assigned to Heroes and Watchtowers? Troops can be assigned to all Heroes while they are in the Alliance Stronghold Troops can also be assigned to Watchtowers Troops can only be assigned to a Watchtower when the Watchtower is not currently being upgraded Troops can be transferred from a Watchtower to any Heroes that are currently standing on that Watchtower If a Watchtower upgrade is running, Troops that were already assigned to the Watchtower can be transferred to Heroes that are on the Watchtower tile. Remember that only Leaders and Generals can assign Troops to Heroes and Watchtowers, or from Watchtowers to Heroes. Can Troops be assigned to Heroes and Watchtowers that are already participating in a War? No. All Troop assignment must take place before a war starts and is locked as soon as a war is initiated. How many Troops can I send to a Watchtower? The amount of Troops a Watchtower can have increases when it is upgraded. Troops arrive at the Watchtower instantly but there is a cooldown before more Troops can be sent. What happens when a War is over? Regardless whether the War is decided by a Supreme Victory or the War ends naturally: All Heroes of the defeated Alliance are immediately sent back to their Alliance Stronghold and the Troops are lost If the War was fought against a Watchtower, it is destroyed and the defeated Alliance loses the Territory Participating members of the winning Alliance remain on the tile but they will also lose a portion of their Troops. The amount of Troops lost depends on the difference in Skulls between the two Alliances when the War ended Where can I find details about a running War? Go to the Supreme Victory screen by tapping the progress bar on the top of the screen. Here you will find information about all Terrain, Watchtower and Troop modifiers for this War. Also, at any point during a Conquest you can access the Conquest Standings Screen via the UI on the Conquest Map. Here you find an overview about your current Conquest Score, Chest rewards and most importantly Conquest Boosts. Last words: This Player’s Guide will be updated regularly until it is as comprehensive as possible. The Conquest in Royal Revolt II is complex and it will take you some time to fully understand it. Take your time and enjoy the experience. _____________________________________________________________________________________ Please check for more updates in the Official Announcement section as well and in the Conquest General Discussion section. Tipps: Top 10 tips for Conquest: Updates: 4.1 4.2 Discussion: Conquest duration: Conquest scheduling: New Conquest tier: 4.3 Adjusted donation cycle: Surpreme Victory guide:
  11. 25 points

    When's it coming?

    Greetings humans, It's been a busy week, but I've finally found some time to come answer the more important question you guys are wondering: when's it coming? First off - the complicated nature of this update means that a lot of preparation is required on our side please bear with us; Version 4.0 is still coming! As some of you may know the Official Birthday for OR is coming on 12th May. Beginning next week we will be performing several scheduled updates in the run-up to the birthday and the release of 4.0. As you all know, version 4.0 will bring War Seasons to OR. This means that before we can release, we have to prepare and schedule several updates very carefully, in order to make sure the War System remains intact and no major issues occur. The first of these updates will come next week, this will be an infrastructure update which has very little bearing on you, the players, except (!) it means that in the War starting on 2nd May, you will be able to win the War Blessings for free, for an entire week. You will, however, not be able to prolong them. This is necessary to set the playing field for the first War Season to begin. After this War is over, the Birthday arrives, which will include another Challenge here in the Forums, as well as some in-game goodies. In this week we will need to perform another update, which will be the final preparation for version 4.0, and ensure that the War Season schedule and the current Wars sync up, and the first Season can go smoothly. Also important to note - there will be a 2 week break in Wars at this point. This is again necessary to prepare for the Seasons. It is also necessary for us to do this update so that we can send the version to be reviewed by the platform holders (Apple, Google, and Microsoft). Finally, the most important date: unless something goes wrong, or we run foul of the platform holders, Version 4.0 will be releasing before 24th May. We will release it as early as we can before that date (which depends a lot on the platform holders), but May 24th is the latest we plan to bring it out. The first War Season is currently scheduled to begin on 24th May. I will be back with more information soon! Your friendly neighbourhood cyclops - Captain Morgan
  12. 22 points
    Greetings Queens and Kings, Update 3.9.2 is here! By public demands, we fixed a fair amount of issues that you suggested to us. And also......... Festivals are back! We heard you and we know you guys wanted them to come back. We are really pleased to announce that a Festival will see the light of day very very soon! ? ?️‍♀️ But let's not forget about the bugs we fixed for you. Here is the list: Fixed the missing info button in friend list for incoming or sent friend requests. Accidental insta-troop spawn in battle with mouse-over shouldn't happen anymore on Windows. Celestial Phoebe Armageddon effect has been toned down and shouldn't cause epilepsy anymore. (?) Note: This version may take some time to release in all countries. If it is not yet available in your store, please try again later. Have a great day! Your Royal Revolt 2 team
  13. 20 points

    Reminder - Account Security

    Hello Queens and Kings, We received some reports of players impersonating Flaregames employees in game and I think it’s really important we take the time to clarify this situation. We wanted to remind you that we would never ever contact you in game and ask you for personal information or your account information. Never ever! The only way you will get contact from a Flaregames employee is via the forum or via ticket. That is it. If someone is contacting you pretending to be a Flaregames employee, please do report this account to our Customer Support here: https://flaregames.zendesk.com/hc/en-us/requests/new We also would like to remind you that we do not encourage account sharing. As we explained in our Terms of Services: “You shall not share the Account or the Login Information, nor let anyone else access your account or do anything else that might jeopardize the security of your Account. In the event you become aware of or reasonably suspect any breach of security, including without limitation any loss, theft, or unauthorized disclosure of the Login Information, you must immediately notify Flaregames and modify your Login Information. You are solely responsible for maintaining the confidentiality of the Login Information, and you will be responsible for all uses of the Login Information, including purchases, whether or not authorized by you. You are responsible for anything that happens through your Account.” What does it mean? It means that if someone is doing something wrong on your account, you are solely responsible for his/her actions, which could result in a ban. It also means that if you linked your account to some payment systems, the person using your account can use your payment methods, to buy Gems for example, and strip you off your hard-earned money. This also means that the person using your account, could literally just change all the details, without your approval and claim this account theirs. The goal here is more to bring awareness and clarity over our working methods rather that pointing fingers at anyone. We want you to enjoy participating in our game and by sharing, this experience could be disastrous, and you could end up losing everything you've worked so hard on. Instead, why not ask the friend you are sharing the account with to create their own account, so you call all play together? It’s more fun to play with your friends! Thank you for taking the time to read through this and I really hope it will help you. - Your Royal Revolt 2 Team
  14. 19 points

    Forum changes.

    Hello folks! Just a quick message to let you know that I'm stepping away from the forums. So you won't see me at all on it. I'm not out of Flaregames and will be working in the background, on social media and other games too. So you might see me again in the future You won't be alone, I'm leaving you all in the capable hands of the Developers for the time being. Have fun and enjoy! ?
  15. 19 points

    Change in Community Management

    Greetings Olympians, We just want to give you a heads up that there will be some changes in the next couple of days/weeks in the management of the community. We as the developer will be more active then in the past. We will take care of you in the future. For the moment the usual suspects from our side will answer your questions, but soon we will hire a full-time community manager who will be working in the development team. We are very much aware that you guys do not receive the care we would love to be able to give you in the past. So please forgive us, let's leave the past behind and let's work together to make this forum a better place for all of us. Keep fighting! Pete
  16. 19 points

    War Cancellation

    Hi all, Unfortunately, due to the issues caused by the strain on the Server we have no choice but to cancel this week's War. We will solve the issues as soon as possible, and let you know how the War Seasons will proceed from here. We have currently shut the Server down, and are preparing it to ensure that you can play without further issues over the weekend, we will start it up again soon. You will receive compensation for the inconvenience. - Your Olympus Rising Team
  17. 18 points

    3.9 Showcase Video

    Queens and Kings! A new update is on the horizon! Want to know more? Watch our showcase video about the new features that will land in your Kingdom very soon! Which one's your favorite? Thank you, Your Royal Revolt 2 team
  18. 17 points
    @CaptainMorgan Can u please reconsider to additionally tweak forging a bit... because, i just putted it on paper and realised that with current forging system its completely useless. It was very good feature that many of us liked.. Yes, it was OP. It shouldn't be. But now there's no point to try to make anything good as u can just circle with making same quality items over and over without any additional gain (soon many will realise the same and stop forging completely and sell all items they have).. Ok, make it 10x harder than before, nerf it a lot, but don't take this feature from us completely. After last update u add +0.5level on forged item starting with 3 quality difference and up. Only difference u added is reducing -1 quality level for relative quality differences +1 and +2 (u say its bug, but bug we r used to and knew that it works like that for nearly a year now). Solution can be perhaps to additionally add +0.5 quality levels for +1 and +2 quality differences (it was +1 additional quality level before update, and +0 additional after update). This way u would drastically reduce quality of forged items, but it would remain useful mechanism. Players would have to invest a lot more time/effort for significantly less gain, but forging would be still useful and interesting OR mechanism to most. Even if you are not sure that this modification would drastically reduce quality of forged items, lets not make huge cuts as this one is, but rather take baby steps, even few if needed towards good and balanced game, but still with existing mechanisms useful. And if u see after a month of two that players are still making crazy quality items, u can nerf it again (make another baby step), kill it completely (make as is now), but i am sure that won't be the case as with this change, quality of forged items will be reduced significantly. Can you please just consider this? I am sure that system is useless as is now. Ill gladly assist u with anything in details, just if its possible that we overcome this together and make it right and balanced of course.. Best Regards, Goran
  19. 17 points

    When new update? For real...

    Getting bored of everything currently... Wars in first place, even if you get 1st place they are boring. The system itself isn't rewarding and doesn't make you motivated. Forgings system is broken and long time is required that i'm actually losing hairs with that. Pro league is fun until a certain point when you see score of almost full max score...gg Upgrades take an infinite amount of time, and how can i enjoy the special war boosts like killing hero with Eagle Towers if i need to spend 2 months to get 1 tower done. Spending billions of gold to upgrade the alliance to get boosts you don't use or more like that they are same identical strength of the level before (mainly the levels between lvl 70 and 80). Range bomber you give me? Holy Paladin? Frost Trap? What a waste! Cost of Boosts is out of mind: 2M of prolong for 6h goddamn what you guys think of? Demolisher? Basilisk Tower? list goes on...just check all other topics of other forum members...
  20. 17 points

    New Items set for Wiki

    I stopped wasting my 12h per day on the wikia since a while when Flare started to not giving interest and sharing information on what i was doing.
  21. 16 points

    General Newb Guide

    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? ? (1) TERMINOLOGY 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 equipped "damage", "heal", and "shield" powers. For e.g., in case of Medusa's Gaze, this will improve the (small) damage component of the spell, but not the paralysis or damage multiplier. A spell like Bia will get no benefit from Potency because it doesn't deal direct damage, heal, or shield. 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) Legendary (blue) Eternal (purple) Godlike (orange) 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. (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 by pressing the "Equip All" button of the item instead of "Equip". 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 (i.e., "Enhancements"). 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 "Enhancement". 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) Selecting Enhancements: Enhancements are always on either Damage or Health stat. Alternate these stats for a balanced growth, don't cling on to Damage alone. If offered, upgrade these: Units—Warrior, Trebuchet. Towers—Artemis, Poseidon, Gate. Powers—Talos, Damocles. Always prioritize general powers over hero-specific powers, so the enhancement can benefit multiple heroes. Enhance hero-specific power only if it is your regular war hero's power. (7.3) 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 (a.k.a. “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. (7.4) 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, as shown below: 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. For the 5 Mastery slots, besides the aforementioned 2 priority stats for beginners, the other 3 to aim for are: Leadership Attack Speed Life on Hit. For knowing the step-by-step procedure to select your first Mastery, read the General Newb Guide: Selecting Mastery in Odyssey. (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, average ascension levels of members, inactive-member count, % Gold bonus, divine & war Blessings (if any) 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 ?
  22. 16 points

    War Cancellation

    Apologies for the silence since Friday, we are hard at work improving the server stability so that we can move forward with the Wars. I will be back soon with more information about the future plan and compensation for the problems we've had.
  23. 16 points
    Dear Devs... I am not around these forums much, for various reasons, but this time I feel thaf if you dont do this, it will be the end of the game for a lot of old users... I will start by saying, that no one took advantage of the forging system in the sense you mentioned it. Trial and error, repeatetive tests, forges, just became natural... it wasnt an exploit, we took it as granted. I do agree that players that could spend time, made better items, but that goes for almost everything. The formula was [ (dismantle - forging) / 2 ] + 1 if I am not mistaken. The new formula seems to be [ (dismantle - forging) - 1 ] / 2 . Though I didnt spend much time testing, because the results are obvioulsy too disappointing. This means its impossible to get any extra forge (boost) on a good item at 1*, from a good dismantle at 4*... (you can on a poor item - which wont help you). Result: 1) You are making all existing heroes, overpowered for their levels... by a factor of 100... if I keep my items on this data for the next 20+ levels, I still will be better. That will be boring, dull and constant. 2) the gap of new players will not close now... some 130-131 players reached a max or a soft cap for their items... they cant go any further... the rest of the players could catch up, now they cant. Not at all... this will go on for MONTHS, even after new levels. And how many will you add? 15 max? My forges will still be better than then. 3) forging is now pointless for existing players. Money is not needed for forging, playing is not needed (raiding), war chests for items, buying items and so on... useless... its wait and wait, perhaps upgrade buildings or new stuff in 2 months as announced... (in the meantime for 2 months, biggest boring session in 2 years) 4) you took the fun, never ending fun out of the game. I spend 3 months just to find the perfect shield to forge... now, I dont care. I used to plan ahead forges, money, chests, manage war, odysseys... now If I keep playing, just be full of resourcea and play the war. 5) there wont be an antitode... i can literally break down how many levels I will require to make a better item at some point... and it will be done in 1 week, once, and thats it. Im on my level for several months now, and there is always a better item to make... you were recruiting me to be online, more than any other time before forging. And a lot more. My suggestion: make the formula: [ (dismantle - forging + 1) ] / 2 You are removing this way half a forge from every boosted forge. These boosts where normally around 8-10 max, so you are removing around 4-5 forges. That would still take 5-10 levels to get better items, but there is still the magic of forging. Now all we can do is forge 20 times an item. Maybe 2-3 boosts there... 23 total. Pretty lame and simple for everyone to get 20. Yes easier for all, but even so, this was not the time. It either had to be from the beginning or not at all. We used to be able to do this around max 34-35 forges... just make the new system in the middle 30 not 23. Balance it a bit... Kindly take this into consideration... you will loose players, the active ones, who keep raiding and give the game such a volatility. They are cursing at you big time. This isnt a nerf... its an abolishment of fun. Thanks for your time.
  24. 16 points

    Happy 4th Anniversary Everybody!

    Hello Queens and Kings! Royal Revolt 2 released 4 years ago today! To celebrate and to show our appreciation, we are giving away 200 Gems to each player for free. Simply log in within the next 35h to claim your present. We would like to thank you all for your continual support throughout the years. Royal Revolt 2 would be nothing without you all. The past 4 years have been awesome, but the best is yet to come. Keep your eyes peeled for more hints about Royal Revolt 2's future! I hope you’ll all have a lovely day! Your Royal Revolt 2 team.
  25. 16 points

    Hero Tribute! - Writing Contest

    Hello Olympians, The holidays are a time for celebration! - Now is your chance to celebrate your favorite Hero! Do you admire this hero enough to write an amazing poem or a crazy story that involves him/her? If so, here is what you suppose to do: Write a poem or a story about an Olympus Rising Hero you enjoy playing the most! Follow the rules: Post the story/poem in this thread. Only One Entry Per Person Choose one hero you want to describe Post the story/poem till: 7th January 2018 Please attach your in-game name We are aware choosing one story/poem might be difficult that’s why we came up with following categories that will be rewarded: Most Realistic Poem/Story: 700 Gems Funniest Poem/Story: 700 gems Captain Morgan’s Prize: 700 gems Note: Every contest participant will receive 100 Gems. Looking forward to discovering your writing skills! Your Olympus Rising Team