Sketches & Research
Completing your Discoveries makes your units stronger and allows you to build some structures like the Windmill, Sawmill, and Goldsmith. Each day you login, your Tinker will deliver you one sketch. You can trade sketches in the Market, or trade with the crew on Discord, where we have a special room just for posting sketches. ARMAGEDDON has a special vault of sketches that has been building for 3 years, so we have hundreds of sketches to help our esteemed crew with. Most players must be Boatswain rank or higher to be able to receive sketches from the Vault, but new players who show exceptional promise to be a good player are invested in.
Try to power through the middle section first, clear up to Slipway for Juggernauts. Your main Fleet and Armada should be at the top of your priority list until you get them all to level 30. If you are a coiner, Rubies are an excellent way to boost through your Discoveries. Wait for good packages to come on sale that has a nice chunk of Rubies and Time Boosts. Use these to skip through your Discoveries. You can jump ahead by WEEKS, it's very nice. Remember, with every upgrade of your Discoveries, you are making your units stronger, so keep something upgrading in your Discoveries at all times.
Oh, how the Witch Doctor loves those lovely iridescent Pearls. In fact, if you want to max out everything in your Witch Doctor's Hut, you will need to collect about 2,800 Pearls, because that's just about how many Pearls it will take you. Prioritizing is key. Don't spend your Pearls on the Pirates, Haven Guards, or Mercenaries, except for the units you use a lot of, like boosting Dutchmen Travel Speed.
Work your way down the center. Always stop to max out your Discovery Speed. Max out your Combat Experience. Max out your Building and Travel Speeds for your Armada and Fleet, because those units are where yer power is at. Rum Consumption is worth throwing the Pearls into eventually, especially if you always find yourself in negative Rum Production. |
Placing Pearls where you need them takes forever. It will take more than a year to do your Pearl upgrades without time boosts, but don't waste your big time boosts here, only short time boosts, unless you are in-game all the time. And sometimes, by the time you max something out you may find that you actually don't need it as much as you used to, or as much as you need something else and you need Pearls...
You can redistribute your Pearls for free one time, but beyond that you'll need a Witch Doctor's Cane per every redistribute. You can find this item in the Smuggler's Den under Miscellaneous and Special, for 2,500 Rubies. The Witch Doctor's Cane allows you to take Pearls from where you placed them and add them back into your bank of Pearls for replacing. You are then left with the fun of it taking a long time to be redistributed. I have used 2 Witch Doctor's Cane's because I changed priorities in my account a few times.
I should add, you must earn yer Pearls, they can't be bought with rubies, though you can buy 1 Pearl at a time for 100 Idols each. Idols are another resource that are earned in events like tournaments.
You can redistribute your Pearls for free one time, but beyond that you'll need a Witch Doctor's Cane per every redistribute. You can find this item in the Smuggler's Den under Miscellaneous and Special, for 2,500 Rubies. The Witch Doctor's Cane allows you to take Pearls from where you placed them and add them back into your bank of Pearls for replacing. You are then left with the fun of it taking a long time to be redistributed. I have used 2 Witch Doctor's Cane's because I changed priorities in my account a few times.
I should add, you must earn yer Pearls, they can't be bought with rubies, though you can buy 1 Pearl at a time for 100 Idols each. Idols are another resource that are earned in events like tournaments.
Alchemist's Shop & Potions
There are 8 different kinds of potions, one for each trainable unit class and unit type.
The Offensive potions are Wrath (Armada), Glory (Fleet), Power (Mercenaries), and Strength (Pirates).
The Defensive potions are Swiftness (Armada), Crafting (Fleet), Endurance (Mercenaries), and Resistance (Pirates).
Each of these potions can be mixed to it's maximum strength of level 12.
We collect Barrels to get the Potions. We mix the potions to upgrade them into stronger potions. Each of these potions can be mixed to it's maximum strength of level 12.
It takes 2,048 Level 1 potions to reach ONE friggin’ potion to level 12?!? Yup, it’s that many. And before Plarium updated the game to include the single-click potion mixing, I’ve literally fallen asleep at my computer, mixing hundreds of potions. And I woke up, still had 49 more to mix! Damn, I am so glad I can mix them all in one click now. THANK YOU, PLARIUM, for that update!
The Offensive potions are Wrath (Armada), Glory (Fleet), Power (Mercenaries), and Strength (Pirates).
The Defensive potions are Swiftness (Armada), Crafting (Fleet), Endurance (Mercenaries), and Resistance (Pirates).
Each of these potions can be mixed to it's maximum strength of level 12.
We collect Barrels to get the Potions. We mix the potions to upgrade them into stronger potions. Each of these potions can be mixed to it's maximum strength of level 12.
It takes 2,048 Level 1 potions to reach ONE friggin’ potion to level 12?!? Yup, it’s that many. And before Plarium updated the game to include the single-click potion mixing, I’ve literally fallen asleep at my computer, mixing hundreds of potions. And I woke up, still had 49 more to mix! Damn, I am so glad I can mix them all in one click now. THANK YOU, PLARIUM, for that update!
If you have the Medium Coil Guns, I recommend activating three, level 7 or level 8 potions for the time being until you get enough potions to max out. The coil guns will allow you to take your potions out of activation without discarding all the potions you needed to mix the activated potions to that level. I really recommend that you do NOT discard any of your potions because they take so long to build up, even for a coiner.
Some potions are better than others. You really want to focus on what will boost your Armada and Fleet because at our level of game-play we focus on our big units to get us the biggest returns. You will get the biggest impact on your forces using the potions that give Armada and Fleet increases. Those of you who play the prizes heavily with Pirate class units, you may consider the Pirate class potions. Ultimately, you want your potions to cover the classes and types that you will be training/buying/collecting the most of.
The toughest potions are Wrath and Glory (OFF), and Resistance and Endurance (DEF), assuming that you focus the bulk of your OFF and DEF on Armada and Fleet units, measured in power-force. For non-coiners who do not have much Armada and cannot train Armada yet, it may be more useful to use potions that work best for something like Mercenaries. You should also focus your potions on which type of player you are. I was more of an OFF player, so the first potion I used was Wrath, second was Glory, but I switch out my third one often, usually bouncing back and forth between Resistance and Endurance. That worked best for my playstyle at the time.
The Alchemist’s Shop now requires you to upgrade it to the maximum in order to max out your potions. You can still collect potion after potion without upgrading, but you will only be able to mix your potions to the level your Alchemist’s Shop is currently at.
Some potions are better than others. You really want to focus on what will boost your Armada and Fleet because at our level of game-play we focus on our big units to get us the biggest returns. You will get the biggest impact on your forces using the potions that give Armada and Fleet increases. Those of you who play the prizes heavily with Pirate class units, you may consider the Pirate class potions. Ultimately, you want your potions to cover the classes and types that you will be training/buying/collecting the most of.
The toughest potions are Wrath and Glory (OFF), and Resistance and Endurance (DEF), assuming that you focus the bulk of your OFF and DEF on Armada and Fleet units, measured in power-force. For non-coiners who do not have much Armada and cannot train Armada yet, it may be more useful to use potions that work best for something like Mercenaries. You should also focus your potions on which type of player you are. I was more of an OFF player, so the first potion I used was Wrath, second was Glory, but I switch out my third one often, usually bouncing back and forth between Resistance and Endurance. That worked best for my playstyle at the time.
The Alchemist’s Shop now requires you to upgrade it to the maximum in order to max out your potions. You can still collect potion after potion without upgrading, but you will only be able to mix your potions to the level your Alchemist’s Shop is currently at.
Pay attention to your Skeleton Cave and Relics. During battle, you will randomly get Relics. They are automatically taken to your Skeleton Cave's "Ship's Hold", where they await being stored into the Chamber, or activated. You do have a limited amount of time to move newly acquired Relics into the Chamber for safe keeping, so keep an eye on your Skeleton Cave. Your activation center, at the top of the Skeleton Cove menu, allows you to activate up to 2 of each type of Relic. There are DEF, OFF, and Production-type Relics.
You can unlock your second slot for activating Relics simply by having enough Heaties. There are many slots in the Chamber that you can unlock as well. The price for unlocking each new slot is 300 rubies. You may find it well worthwhile to at least unlock a few of those to allow yourself to store more Relics for you to use in crucial times such as war. I have a total of 20 slots I can use in my Chamber, which is much I am finding is fairly sufficient, but I will eventually unlock at least another 5 more slots.
You can unlock your second slot for activating Relics simply by having enough Heaties. There are many slots in the Chamber that you can unlock as well. The price for unlocking each new slot is 300 rubies. You may find it well worthwhile to at least unlock a few of those to allow yourself to store more Relics for you to use in crucial times such as war. I have a total of 20 slots I can use in my Chamber, which is much I am finding is fairly sufficient, but I will eventually unlock at least another 5 more slots.
You will notice that some Relics are rather junky, or maybe you really have no use for them. In these cases, I sell mine. You won’t get much for them, but at least they will not take up room you may need for other Relics. Also take notice that some Relics do not expire, those ones you should probably hold on to. The ones that do not expire, you can move back and forth from Chamber to Activation, back to Chamber again, whenever you wish. I have Production boosting Relics that do not expire and they are some of my favorites.
If you get doubles of a good Relic, you can use both at the same time. I have double Aztec Gold Relics, each takes 10% training time off all of my Mercenary class units. I use both of these at the same time, most of the time. They really make the difference when used together. I can now train my Fleet and Armada in one-fifth the time I normally would. Steam Engine Relics reduce Armada construction by 10% and they also do not expire; finally got my second Steam Engine Relic. Score! Good stuff…
If you get doubles of a good Relic, you can use both at the same time. I have double Aztec Gold Relics, each takes 10% training time off all of my Mercenary class units. I use both of these at the same time, most of the time. They really make the difference when used together. I can now train my Fleet and Armada in one-fifth the time I normally would. Steam Engine Relics reduce Armada construction by 10% and they also do not expire; finally got my second Steam Engine Relic. Score! Good stuff…
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ALL ARTWORK CREDIT GOES TO PLARIUM.COM!