Posted by : Wednesday, January 16, 2013

by squidrick » Tue Jan 15, 2013 4:43 am

Your Base
Einherjar territory
Einherjar home base
We allready saw the auto-producing facilities in the first post. Now about shops and other buidlings.
You might have noticed or not but if you wanna be able to craft everything you'll need all shops (blacksmith, leather, cloth, magic and accessory) x2. Yes twice the hard work.
Blacksmith can let you produce swords, axes, spears, chains and plates.
Leather shop can let you produce leather armors, xxx leather (which are used for some crafts in other categories) and some accessories.
Magic shop can let you produce spells, accessories and some special items like runic proof or Elf Jadeite among others.
Accessory shop can let you produce shields, bucklers and bows.
Cloth shop can let you produce armors usualy used by mages or archers, garbs, surcoats (accessories with added hit and avoid) and cloth materials needed to craft things in other production tabs.
Max level or shops is 11.

Note: while all the weapons and accessories you can produce are tradables, only low level armors are. Weapons need a shop of its craft level to be repaired.

Special buildings:
Warrior house: allows you to mate units of opposite sex in order to get children. You can have a maximum of two warrior houses.
Square: for recruiting new units. Lvl 2 square can make lvl 10 units appearing, lvl 3 square (which is the maximum atm, 5 on the jp server) can make pooka and empusa units appearing in the square. You can have only one square maximum.
Monster Square: not implemented yet. Will allow us to recruit monster units (like ogres, fairies, skeletons etc...)
Lord House: determine the maximum number of each material you can stock. Level 1 allows 50 of each material and this number is doubled with each upgrade for a maximum of 3200 with level 7 (6400 with level 8 on jp server).
Fort: each fort can contain one unit that will defend you against ennemy raids. You can have up to three forts and their max level is 3. A fort increases the avoid rate of the unit in it.
Fort Level 1 - +5% avoid
Fort Level 2 - +15% avoid
Fort Level 3 - +25% avoid
If you have a guild, you'll get as many guild supports as you need to reach the number of 5 defenders (so 4 guild supports can help you if you have only one fort with a unit in it or 2 guild support units will join you if you have three forts with a unit in it). But beware, you can only have supports within a 5 level range of your units. So if your guild have lvl 50 supports avalaibles, you'll need to have at least one lvl 45 unit in a fort in order to get their help.
Same 5 levels range rule for raid attacks, you can use up to 3 units for a raid + one support from the guild for a total of 4 attackers.
Big Tree: gives a def/mdef bonus to your units in your fort(s). The bonus does not apply to support units.
Big Tree Level 1 - +3/+3 Defence/MDef
Big Tree Level 2 - +4/+4 Defence/MDef
Big Tree Level 3 - +5/+5 Defence/MDef
Big Tree Level 4 - +6/+6 Defence/Mdef
Big Tree Level 5 - +7/+7 Defence/Mdef
Alhing: 4 options avalaibles with this building.
-Delete Data: hope you'll never use this button and will keep playing.
-Ceremony: add a bonus to a unit equiped with a crystal (can be new skill, +1 of a particular stat or change of the unit's blood). Those crystals can be crafted with the combine tab of the production button.
-Sacrifice Soul: any lvl 45+ unit can be sacrified or heroes/braves at any time without any level limitation. Sacrificing a unit will give you a soul chalice by 100% chances. You can also get a blood of the unit's blood by chances. In the case of a hero you'll get a massive of its blood by 100% chance and a blood of its blood by 100% chances for a brave. You can also get by 100% chance a stat blood for each stat the unit will have maxed before getting sacrified. So if your unit has maxed for example str, int and tech, you'll get str blood, tech blood, int blood, soul chalice and maybe a blood of its blood. Max stats for each classes can be checked here: http://forum.ein-herjar.com/viewtopic.php?f=10&t=944. Thx Zsaber.
-Change Job: allows you to change job of a unit equiped with runic proof or valaha god proof. Runic proof are used to access 2nd class jobs and valaha god prooves to access 3rd class jobs.
Sword Fighter -> Sword guard or Sword Master -> Highlander
Axe Fighter -> Axe guard or Axe Master -> Berserker
Spear Fighter -> Spear guard or Spear Master -> Servant
Half Elf -> Elf Lord (less then 300 notoriety) or Dark Elf (more then 300 notoriety) -> High Elf
Sister -> Bishop -> Cardinal
Templar Knight -> Paladin
Archer -> Ranger -> Hawkeye
Empusa -> Succubus
Pooka -> Baphomet

How to get runic and valaha god prooves?
You need to craft proof of Sven Warrior + proof of Dane Warrior + proof of Norse Warrior with catalyst tab to get one runic proof. Freya Emblem + Thor Emblem + Odin Emblem will make a Valaha God proof.
Every Monday at 16.00, you'll get one random warrior proof if you have at least one unit lvl 20+ and one random emblem if you have at least one unit lvl 40+.
Other ways to get warrior prooves and emblems:
-Raid other players, every warrior prooves and emblems have one rarity.
-You can drop warrior prooves on certain spots of some maps.
-You can buy warrior prooves 80k each in Edinburgh if it's on the sale list of the day (but better buy allready made runic prooves in the market fot 100-150k)
-Some colonies have warrior prooves in their spoil list to be distributed.
-If you are the MVP of a colony (means your guild has taken the colony and you're the one of your guild who scored the most points there) you can get a runic proof, an emblem or a valaha god proof depending on the colony.
-Events
So technically the best way to get valaha god prooves is to raid players with lvl 40+ units.

Best moment to use a runic or Valaha god proof?
As 2nd classes get more stats per level then class 1 units and class 3 even more, best time to use those is at lvl 1.
There can be an exception about skills. For example only masters can learn the skill Double attack 4. So if for example you have an axe fighter who got born with DA 1 and you want a berserker with DA 4, you'll need to use a runic proof on lvl 1 to turn the axe fighter into axe master. Then level the axe master to lvl 24 in order to have DA 4 and finally use valaha god proof in order to have a berserker with double attack 4. (note: if your unit got born as a berserker the only way to get DA 4 would be to use a double attack crystal once your unit has DA 3)
Another example would be leveling half elf to lvl 10 in order to have bow avoid skill, then turn him into dark elf or high elf for Double Magic 4. Or get critical 4 as ranger then turn him into a hawkeye caus hawks can't learn critical 4 while rangers can.

Note: units get an additional skill at lvl 10, 17, 24, 31, 38 and 45.

You can check all skills and there effects here: http://forum.ein-herjar.com/viewtopic.php?f=10&t=733 (thx again Zsaber)
Skills that each different classes can naturally learn: http://forum.ein-herjar.com/viewtopic.php?f=10&t=758 (thx to nerovesper)

Additional lands:

You can get up to 4 additional spots to build new buildings. 3 can be bought with power (600, 900 and 1200 power) and 4th can be goten with destiny quest. I suggest that you spend the power you'll get with beginner quest (2x300 power) for the first new land.

What bases of the top players look like

All shops x2
3 forts
1 big tree
1 square
1 warrior house
Lord House
Althing
Remaining slots if there are any will be filed with markets usualy (the easy free cash it provides allow to buy whatever is needed)

Autoproducing facilities are good for those who play time to time five minutes a day. If you're an active player you'll slowly destroy them one by one to replace them with more useful buildings.
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