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 Complete reference to conquer a level 10 NPC

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Posts : 36
Join date : 2009-06-10
Location : Somewhere Near You!

PostSubject: Complete reference to conquer a level 10 NPC   Thu Jul 23, 2009 6:41 pm

Complete reference to conquer a level 10 NPC


There can be one hundred different guides to achieve this. All I intend to do is to make
place for a complete reference for a first timer and to share my experiences so that others
can just take the lessons out of it. I wish to thank other posts without which I would not
have taken a level 10 NPC myself. Also, I wish to thank Wingus and Jason Q (my alliance
mates) who inspire me a lot towards playing this game. If you have time and patience,
please read through. Here we go...
“I must study politics and war so that my sons may have the liberty to study mathematics and philosophy.”
– John Adams

A level 10 NPC might look astounding while we look at the scouting report but with a few
tips and tricks, it just gets tamed easily. I have had experiences with 3x level 10 NPCs. So, I
just wish to share my thoughts and experiences so that the lvl 10 NPC conquering aspirants
get benefitted out of this. Throughout this write-up, I would have mentioned the optimum
or the minimum troops required. If you want to be pretty safe, use slightly higher values.

1. Troops
17,000 Ballistae, 140,000 Archers & 120,000 Warriors
This solely depends upon the proximity of your target level 10 NPC from your attacking
city. First wave aka Spearhead wave should take down the fortifications and troops inside it
while the other waves (usually in 2 minute gap or lesser) should be able to handle the
regenerated fortifications/troops, totalling about 50 waves in all. There are a lot of distributions of troops
possible like – Archer only, Ballistae only, etc. I, however feel this as an optimal way to train and
2. Extra Town Slot
This is quite obvious, however if you want to do this exercise while you are a Marquis or
Duke and that you don’t have an extra town slot, you might depend on your attacks for
the medal drops and thereby you await your next title during the course of action. This is
absolutely fine as long as you need about 4 justice medals and 4 nation medals. If you
need more, then you must be prepared with a few additional troops to prolong the
attacking sequence.
3. Penicillin, Corselet & War Horn
I am not so sure of the order of priority among these three but these are the ones that
make or break the process. Watch out, it’s in the mandatory list!
4. Scouting Heroes inside the NPC
Whenever you scout the NPC, the Hero inside it changes. Keep doing this until u find a
Hero with level less than 10 or so. He can still have an attack of about 80 or more which
we are not so sure of. However, the point is we all expect a low level Hero to be weaker
than a higher level Hero. At the end of scouting, you can launch your attack. Hero won’t
change after that and will remain the same throughout the whole process.
5. Technology Levels
As far as I know, Archery, MT, Medicine & IW should be maxed out. I have Compass maxed
and HBR at level 9.
6. Heroes to be sent
Get ready with the heroes to be sent. All should have ATT greater than 100 or so. Based on
the no. of waves to be maintained in action, you will need about 5 to 10 heroes.
7. Buildings
Rally point – This needs to be of level 9 to send out max. troops for a wave. If you take up
Archer only or Archers Ballistae method, this building should be of level 9 minimum. For
those who aren’t aware of, a level of Rally Point adds up 10,000 troops to be sent in a
single wave.

1. Apply War Ensign
This is an item which can be enabled by ticking the small checkbox located in the top left
of Marching Window. This will include as much as 25% additional troops to be deployed
out of a single wave, so this finds its use in the Spearhead wave to take minimal losses.
From the next wave onwards, don’t forget to un-tick it, else you keep losing this item
2. Buildings
Rally point – The level of this is directly proportional to the no. of waves to be in action and
hence to the distance of the target from the attacking town.
Feasting Hall – For the same reason as above, this needs to be of level 9 to make the best
use of it.
Note: If you attack an NPC in next tile of distance 1 mile, you will probably end up in a round trip of about 7
minutes. Since 2minutes is a nice gap to be maintained, you will need 4 waves in action to keep it going.
Hence a level 5 of the said buildings should be assumed as the minimum requirement. However, if the
distance is 3 miles or more, the round trip will be mostly 16 minutes or more and hence you need 8 – 9
waves in action. That’s the logic!
3. Upkeep Costs
If you plan to attack from a recently established town, watch out for the upkeep
costs in terms of Food for troops and gold for Heroes. Have enough supplies. Also, keep in
mind the cookies (22, 300, 000 total) you get from wave 1 if you send enough transporters.

1. Wave composition
Wave 1 –
17,000 Ballistae
Some rams/catapults (optional)
Rainbow (one of each troops for the formation in a battle) (optional)
Fill up with archers (based on whether you have applied war ensign or not)
Note: In Wave 1, mass warriors don’t work. Hence, use maximum archers/ballistae whereas in other
waves, they work as decent meat shields.
Wave 2 till end –
15,000 archers
20,000 warriors
Rainbow (excluding transports, ballista, catapults & rams)
Note: The said archers can take out the 40,000 warriors spawn so that you don’t have to be glued to the
timings much. Warriors can range from 20,000 to 30,000, not much of significance but the meat shields are
needed and their numbers can be based on the troops that you have, don’t stick to plain numbers, and use
2. Medals drop / Wave timings balance
Medals drop only when a good no. of troops are killed. The spearhead wave should drop a
medal (where you slaughter 400,000 warriors), no doubt. In the subsequent waves, only
fortifications regenerate, so you may not get medals. Troops regenerate as 40,000 warriors
once in about 8 minutes where you can expect a medal drop. If you look out for more
medal drops, you wud like to prolong the process, so you can maintain the wave gap as 2
minutes or so. Otherwise, it can be as less as that can be sustained. 4 Justice and 4 Nation medals are quite
normal to be set as minimum expectations.
3. Loyalty reduction
The starting value is 92 at the level 10 NPC. It loses 3 per successful attack till the value goes down
to 50 and thereafter it loses 2 per attack, totalling to a minimum of about 40 attacks.
4. Level up Heroes when they return
When a wave returns, don’t rush to send them back again. Check out the timings of the
wave that has just marched out, level up the Hero who has just returned and then send the
next wave.


Military Tradition - Level 10
Iron Working - Level 10
Compass - Level 10
Horseback Riding - Level 9
Archery - Level 10
Medicine - Level 10
Heroes (ATT) Used : 138, 125, 122, 119, 112 & 107

I am looking forward to your constructive criticisms, comments / feedback.

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Posts : 132
Join date : 2009-06-11
Age : 34
Location : Norway

PostSubject: Re: Complete reference to conquer a level 10 NPC   Fri Jul 24, 2009 8:36 pm



[Tallis37]: I haven't managed that mail yet, Customers keep interupting my game time!!
[GiantBalls]: damn customers! yet they give people money!
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Posts : 1
Join date : 2009-07-30
Age : 31
Location : Altoona

PostSubject: Re: Complete reference to conquer a level 10 NPC   Sat Aug 01, 2009 3:12 am

I love this alliance everyone is so helpfull and friendly i dont think i could of got into a better alliance thank u for letting me join jocolor
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