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Turf War

Turf War can be accessed by pressing this button

Turf war is a mini game (unlocked at League 24) where 10 guilds of similar guild rankings fight against each other for control of map squares. At the Reset, which occur at the end of each day. the rewards for squares held are calculated and form the basis for that the guild and its players receive. Note that only squares held at the Reset counts, regardless of which were held in the first two clashes.

Each Turf War lasts for six days, followed by a 24 hour break. The war is broken into 6 rounds (days) of 3 clashes each. Players can send their troops divided any way they like in clashes 1-3 (round 1), but once sent they are locked until Reset. Using cards in Turf War has no effect on their availability outside of Turf War. After clash 3, rewards are given and the troops are reset and available to players for use in clashes 4-6 (round 2), etc.

The ranking is based on how the guild did in the previous week's Turf War. Rankings also determine the Turf War Tier, the level of difficulty and rewards.


Turf War fields navigation
Order Nature Chaos
Common Plains Forests Mountains
Rare Lighthouse Tree of Life Witch Hut
Epic Stronghold Altar Hell's Gate
Any Race / No Race
Other Gems Mine Gold Mine Factory

Map

The map is a 6 x 5 rectangle of fields (squares). Each clash, Leaders (the Guild master and appointed Officers) can mark squares with a Crosshair or a White Flag to let other guild members know where to send troops and where not to send troops. After the Clash is resolved, all markers are erased.

Map Legend
This picture shows the main features of the map
1) Guild currently in control of the square (click on it to see the name) 2) Crosshair- and White Flag-marks placed by Guild master or Officer 3) Arrows indicate attacks from and towards the square.
4) Each crossed sword indicates an attacker trying to take the square. 5) Infobox showing coordinates, type of terrain, special features and bonuses. 6) Buttons to place the markers under 2). Not visible to Members.
7) The crown is placed on the guild with the currently highest troops score in the clash. 8) Attackers, one guild and one neutral uprising. Their respective troop count is shown under their shields. Clicking on the own guild's shield shows which members sent troops. 9) The defending guild currently in control of the square.

The structure of the map is as follows:

1 2 3 4 5 6
A Co E E E E Co
B E C C C C E
C E C C C C E
D E C C C C E
E Co E E E E Co

Co = COrner, E = Edge, C = Centre

Regular fields

Regular Fields on the corner and edge of the map receive a +50% bonus to troops of the given type. Fields in the center of the map receive a +20% bonus to troops of the given type. As of 16 April, 2018, field A4 is no longer treated as a centre field.

  • Plains (order)
  • Mountains (chaos)
  • Forests (nature)

Special fields

These structures are placed on top of the Regular Field-pattern, replacing both bonuses and terrain.

  • Epic-tier buildings: reward's race is based on the race that is penalised:
  • Rare-tier buildings: reward's race is based on the race that is boosted:
  • Other (gold, soul dust, gems): they give gold, soul dust or gems respectively:

Others

The vertical ruler on the right tracks the active Clash number of the War. To browse the history of the war click on the relevant position of the ruler: the map will show the deployment of guilds before that clash has taken place.


Attacking and defending

At the start of each war, your guild is given five fields at the edge of the map that are possible to attack. These same five fields are used if the guild loses control of all fields and has to reenter the map.

Each player from each guild can send troops to attack or defend. You can attack only fields that share a common edge with one of the fields your guild controls. (Neutral forces can attack anywhere on the map, based on rioting. They are not limited to adjacent edge squares!)

You can send all troops on a single field or split them between as many fields as you want. Your cards are your troops and the number shown when selecting which troops to send is already adjusted for the bonus/penalty for the field.

Each card may be used only once per day. New guild members have a delay of up to one day before they may use their troops. Typically this cool-down period lasts until the next Reset.

Fight

At the end of each clash, each square is given to the guild (or neutrals) that has the most troops on it. Troops cancel each other out.

Over the course of the week, 18 periodic clashes occur, broken up into daily rounds of 3 clashes. In the last ten-ish minutes of a clash the battles are resolved and no more troops can be placed. The UTC times for the clashes are as follows:

  1. starts at 18:00 and resolves between 23:50 – 0:00;
  2. starts at 0:00 and resolves between 11:50 – 12:00,
  3. starts at 12:00 and resolves between 17:50 – 18:00.

Fights occur on fields where more than one guild has troops. The number of troops remaining on the field is equal to the difference in troop count between the highest troop counts. Lower amounts of troops sent from any other guild(s) have no impact on the final outcome. The Guild with the most troops on the field becomes owner of that field for the next clash.

Example: Guild A owns the field with 3200 troops. Guild A further places 6800 troops, for a total of 10000 troops. Guild B places 12000 troops, and Guild C places 15000 troops. Guild C wins the field with 3000 troops remaining (15000 - 12000 = 3000). The troops from Guild A did not influence the fight.

In the rare case where the number of troops is the same between the top two guilds, the defender keeps the field with 0 troops left, even if the defender is not one of the guilds with the most troops.

Example: Guild A owns the field with 3200 troops. Guild B places 3200 troops. Guild A retains ownership of the field with 0 troops remaining (3200 - 3200 = 0).

Example: Guild A owns the field with 3200 troops. Guild B places 12000 troops, and Guild C also places 12000 troops. Guild A retains ownership of the field with 0 troops remaining (12000 - 12000 = 0).

Sabotage

When hiding or scouting troops all players are informed in the War Chat

Introduced with the 31 July 2018 Update, you can pay gems to hide the amount of troops your guild has on a field. When you do, an automatic message is sent to the War Chat, specifying

  • what individual paid to hide troops
  • what guild that player is in
  • the location of the hidden troops on the map.
Hidden troops display as ???

Anyone playing on that map can then pay gems to scout the fields with hidden troops. When a field is scouted, the troops become visible to the members of the scout's guild. Members of other guilds still see ??? for the troop count. When a field is scouted, another automatic message is sent to the War Chat, specifying

  • what individual paid to scout the hidden troops
  • what guild that payer is in
  • the location of the formerly hidden troops on the map.

After the troop placement phase of a clash is over, hidden troops become visible while you wait for the next clash to start.

The cost of hiding troops and the cost of scouting troops increase with increased usage. The initial hiding cost is 30 gems, which can be scouted for 40 gems, which can be re-hidden and re-scouted for ever increasing amounts of gems.

Riots

Neutral/Rebel force

Riots means Rebel forces will appear at random and attack a square. After the Clash is finished, all surviving Rebels will become Neutral Forces and take no further action. As soon as a guild controls more than three fields, there is a risk one or more will revolt in a riot. At the beginning of each Clash, a check is performed to see how many squares each guild has, and risk of riots within each guild's turf are assigned; it appears to be distributed randomly without regard for field location or whether a building is present, with more "medium" and "high" chances as the number of controlled fields grows.

A guild that controls three or fewer fields will have "very low" chance of riots on all fields. The four levels of riot risk range from very low (virtually impossible that a riot will occur), low, medium, to high (a riot is almost certain to occur). These riot risks can be checked at any field by selecting the field. The number of potential riots and the strength of each are proportional to the number of squares and modified by tier. Whenever a new hour begins, new rebel troops may appear on a square depending on the riot chances. For each square, new rebels will appear at most once in a given clash.

As only the fields held at Reset will be rewarded, taking the risk of Riots into account is fundamental in strategic decisions for any guild.

Rewards and resets

Rewards

Souls and Contribution: at the end of each round (clash 3, 6, 9,...) , rewards are given based on the quantity and quality of fields that the guild controls, modified by tier. The last reset (clash 18, round 6) will give double rewards. All regular fields grant contribution and souls (cards). Special fields that have the Gems Mine, Gold Mine, or Factory on them reward gems, gold, and soul dust, respectively, instead of souls. Special fields also grant influence points that the guild master and officers use to upgrade the guild level and unlock guild bonuses. Clicking on a field will show how much of what kind of rewards it will give.

Each player gets a fraction of these rewards depending on their place in the guild, based on the number of troops the player sent that round compared to the other players in the guild.It's worth noting that the sum of these percentages equals 100% (i.e.: the entire stated reward) only in the case of a guild with 78 active members. For guilds with fewer active members, some part of the reward is not assigned. Inactive, weak or missing guild members has no impact on the other members' rewards. A player that sent no troops during a round will receive no rewards. (The guild always gets the entire influence reward for tiles, regardless of the number of members or their participation.)

For convenience of comparison, the table is divided into brackets. Starting at F, each step upwards roughly equals a doubling of the individual player's rewards given that the guild's total earning of Contribution points remain the same. This also mean a player going to a stronger guild, in the same tier, but getting in a bracket lower, need the new guild to earn twice the amount of Contribution points just to break even.

 
Place Rewards gained Bracket
1 7% a
2 6%
3 5%
4-6 4% b
7-11 3%
12-26 2% c
27-36 1% d
37-58 0.5% e
59-78 0.2% f

Example: Guild X earned itself a total of 8 000 Contribution from the squares controlled at reset, and our player in bracket C gains 2% of 8 000 which equals 160 Contribution points that day. Unsatisfied, he moves to the much stronger guild Y in the same tier since they earn 16 000 Contribution per day. However, in the stronger guild the player's troops is only enough for bracket D, so he gets 1% of 16 000 which is the same 160 Contribution points as before. Our player is also last on the member list, and all rewards below him are simply discarded since guild Y has less than 78 members.

Amount of rewards assigned vs. Number of active guild members
Number of Active

Guild Members

Reward Earned

from Placement

Amount of Overall

Assigned Reward

Amount of Overall

Lost Reward

1 7% 7% 93%
2 6% 13% 87%
3 5% 18% 82%
4 4% 22% 78%
5 4% 26% 74%
6 4% 30% 70%
7 3% 33% 67%
8 3% 36% 64%
9 3% 39% 61%
10 3% 42% 58%
11 3% 45% 55%
12 2% 47% 53%
13 2% 49% 51%
14 2% 51% 49%
15 2% 53% 47%
16 2% 55% 45%
17 2% 57% 43%
18 2% 59% 41%
19 2% 61% 39%
20 2% 63% 37%
21 2% 65% 35%
22 2% 67% 33%
23 2% 69% 31%
24 2% 71% 29%
25 2% 73% 27%
26 2% 75% 25%
27 1% 76% 24%
28 1% 77% 23%
29 1% 78% 22%
30 1% 79% 21%
31 1% 80% 20%
32 1% 81% 19%
33 1% 82% 18%
34 1% 83% 17%
35 1% 84% 16%
36 1% 85% 15%
37 0.5% 85.5% 14.5%
38 0.5% 86.0% 14.0%
39 0.5% 86.5% 13.5%
40 0.5% 87.0% 13.0%
41 0.5% 87.5% 12.5%
42 0.5% 88.0% 12.0%
43 0.5% 88.5% 11.5%
44 0.5% 89.0% 11.0%
45 0.5% 89.5% 10.5%
46 0.5% 90.0% 10.0%
47 0.5% 90.5% 9.5%
48 0.5% 91.0% 9.0%
49 0.5% 91.5% 8.5%
50 0.5% 92.0% 8.0%
51 0.5% 92.5% 7.5%
52 0.5% 93.0% 7.0%
53 0.5% 93.5% 6.5%
54 0.5% 94.0% 6.0%
55 0.5% 94.5% 5.5%
56 0.5% 95.0% 5.0%
57 0.5% 95.5% 4.5%
58 0.5% 96.0% 4.0%
59 0.2% 96.2% 3.8%
60 0.2% 96.4% 3.6%
61 0.2% 96.6% 3.4%
62 0.2% 96.8% 3.2%
63 0.2% 97.0% 3.0%
64 0.2% 97.2% 2.8%
65 0.2% 97.4% 2.6%
66 0.2% 97.6% 2.4%
67 0.2% 97.8% 2.2%
68 0.2% 98.0% 2.0%
69 0.2% 98.2% 1.8%
70 0.2% 98.4% 1.6%
71 0.2% 98.6% 1.4%
72 0.2% 98.8% 1.2%
73 0.2% 99.0% 1.0%
74 0.2% 99.2% 0.8%
75 0.2% 99.4% 0.6%
76 0.2% 99.6% 0.4%
77 0.2% 99.8% 0.2%
78 0.2% 100.0% 0.0%

Gold: Additionally, every time a player sends troops, there is an immediate reward in gold coins that depends on the Tier of the Turf War map, how many total troops the player has, and the troop count sent before terrain and Elixir bonuses are applied.

Influence: the whole guild also gains influence points for each special field it controls at the end of a round.

Resets

At the end of a round each map field loses 70% of its troop strength. That is, only 30% of the defenders that survived the clash will also survive the reset.

Examples:

  1. Guild A and Guild B are contesting a field during the third clash of the day. Guild A has 2000 total troops sent to the field, while Guild B has 3000 total troops sent to the field. Guild B controls the field at the end of the clash, with 1000 troops, as normal. The reset then reduces the total to 300 troops.
  2. Guild C controls a field with 10000 troops, and the field is uncontested during the third clash of the day. The reset reduces Guild C's troops stationed at the field to 3000.
  3. Guild D controls a field with 1 troop, and the field is uncontested during the third clash of the day. After reset, Guild D retains control of the field, but has 0 troops stationed.

Many other activities of the game are reset at the same time as the Turf War:

  • Journey bosses defeated during the previous day are available to be battled again without paying gems.
  • New Dark Tower runs can be started without paying gems.
  • Daily bonus becomes available.
  • Friend Shop, Journey Shop, and Dark Shop offerings reset, giving you new options to buy.

Elixir Boost

Elixir, drop form

Your troops' power can be boosted by adding elixir to the tile they are on. The elixir must be applied during the same clash that the troops are sent, after at least one troop is sent. If you send additional troops to the same tile during the clash, they will be boosted as well. The first boost costs 30 elixir and increases your total power by 20%. If you want more power and have the elixir to spend, you can click on the Boost button again. Subsequent boosts become increasingly expensive. When you click on the BOOST button, you are given the three least expensive remaining options.

The tile bonus and the elixir boost are multiplicative. For example, sending 1000 order troops to an 80% order bonus tile, then spending 100 elixir for a 40% boost, the final power is 1000 * 1.8 * 1.4 = 2520.

Elixir can be earned daily from the Guild Fountain, from guildmates spending real money on purchases, or from offers in the Black Market or Shop.

Thus 30 elixir will boost for 20%. 100 elixir will boost for 40%. 200 elixir will boost for 70% etc.

Total boost Incremental
elixir cost
Cumulative
elixir cost
Elixir options
(in Boost menu)
Natural power 0 0 30, 100, 200
20% 30 30 70, 170, 320
40% 70 100 100, 250, 500
70% 100 200 150, 400, 800
100% 150 350 250, 650, 1250
130% 250 600 400, 1000, 1700
160% 400 1000 600, 1300, 2150
190% 600 1600 700, 1550, 2400
230% 700 2300 850, 1700, 2550
270% 850 3150 850, 1700, 2550
310% 850 4000 850, 1700, 2550
350% 850 4850 850, 1700, 2550
400% 850 5700 850, 1700, 2550
450% 850 6550 850, 1700, 2550
500% 850 7400 850, 1700, 2600
550% 850 8250 850, 1750, 2750
610% 850 9100 900, 1900, 3900
670% 900 10000 1000, 3000, 5000
730% 1000 11000 2000, 4000, 6000
790% 2000 13000 2000, 4000, 6000
860% 2000 15000 2000, 4000, 7000
930% 2000 17000 2000, 5000, 8000
1000% 2000 19000 3000, 6000, 11000
1080% 3000 22000 3000, 8000, 15000
1160% 3000 25000 5000, 12000, 21000
1240% 5000 30000 7000, 16000, 27000
1330% 7000 37000 9000, 20000, 33000
1420% 9000 46000 11000, 24000, 39000
1510% 11000 57000 13000, 28000, 48000
1600% 13000 70000 15000, 35000, 60000
1700% 15000 85000 20000, 45000, 75000
1800% 20000 105000 25000, 30000, Max
1900% 25000 130000 30000, Max
2000% 30000 160000 Max

Example: You have 1000 troops. You click on the button that says BOOST NO, which gives you three options: +20% for 30 elixir, +40% for 100 elixir, and +70% for 200 elixir. Picking the first elixir option will cost 20 elixir and you will now have 1200 total troops. Picking the second option instead would cost 100 elixir and you would have 1400 total troops. Picking the third option instead would cost 200 elixir and you would have 1700 total troops.

Suppose you want to send 2600 troops to a tile, but once again, you only have 1000 troops to send after terrain buffs/debuffs. You will need the 160% boost from elixir to do this. (160% of 1000 is 1600 troops added to your initial 1000). The fastest way to get there starts with selecting the 70% boost. The Boost button will now say BOOST 70%. Clicking on the Boost button again will now give you the options of spending 150, 400, or 800 more elixir, for 100%, 130%, and 160% boosts, respectively. Select 160%. If you use some other sequence of clicks to arrive at 160% the total elixir cost is the same.

Troop Count

Level

How many troops you have, before terrain bonuses and elixir boost, is determined by the level and rarity of your cards.

Level Common Rare Epic Legendary
1 30 40 120 300
2 33 44 140 354
3 36 48 160 408
4 39 52 180 462
5 42 56 200 516
6 45 60 220 570
7 48 69 256 684
8 51 78 292 798
9 54 87 328 912
10 57 96 364 1026
11 60 105 400 1140
12 69 123 484 1410
13 78 141 568 1680
14 87 159 652 1950
15 96 177 736 2220
16 105 195 820 2490
17 117 234 1016 3192
18 129 273 1212 3894
19 141 312 1408 4596
20 153 351 1604 5298
21 165 390 1800 6000
22 182 432 2040 6800
23 199 474 2280 7600
24 216 516 2520 8400
25 233 558 2760 9200
26 250 600 3000 10000

Reborn

Troop count is further modified by the number of times a card has been reborned. The following table shows the individual troops gained for each reborn level.

Reborns Common Rare Epic Legendary
1st reborn 24 42 60 102
2nd reborn 48 88 145 268
3rd reborn 85 168 360 751
4th reborn 150 320 750 1583
5th reborn N/A N/A 1350 2957

List of cumulative troops earned depending on reborn tier as follows:

Cumulative Common Rare Epic Legendary
Reborn 1 time 24 42 60 102
Reborn 2 times 72 130 205 370
Reborn 3 times 157 298 565 1121
Reborn 4 times 307 618 1315 2704
Reborn 5 times N/A N/A 2665 5661

Soulbind

Soulbinding further modifies the troop count of a card. The following table shows the troop count gained per soulbind.

Soulbinds Common Rare Epic Legendary
1st soulbind 0 0 20 45
2nd soulbind 5 10 40 75
3rd soulbind 10 30 60 105
4th soulbind 20 50 90 150
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