9 Kings

9 Kings

Opinion on the current decrees
First, the original list was created by TheAwakening...

I think many of the decrees are very good, my runs have benefited particularly strongly from these decrees:

Rework: your buildings apply their effects one more time.
Re-Enchant: Doubles all enchantments of all your currently active troops.
Gunpowder: Increases the damage range of area attacks by 20%.
Leatherworking: Increases the movement speed of all your troops by 100%.
Salvage: Cards thrown into the pit return 3x more gold.


I can't always see the point of some of them, or I think the decrees are too weak....
Exploration : Unlock 3 new random plots /I find this too weak to useless, that's 90 gold in the infinite run...
Conscription : All your empty plots are filled with level 1 soldier units. /I think it would be cooler if for each empty plot (or maybe each 2 plots) you get a unit of your choice (you can weaken it and say your own king) in your hand which you can freely distribute.
Fortify : The maximum level of the castle is now 9 /Doesn't make much sense yet because the main building is not scaled with the run.
Feast : Doubles the maximum HP of all currently active troops. (Only activates once) /Hp is not interesting right now unless you play with boars.
Loan : Receive 99 gold coins / It would be better to get a fixed amount for everything on the field (units, towers, buildings, etc.), so it would always scale with the run.
Poison Spikes : Whenever attacked, your units add 1 poison stack to the enemy. /Here I would take % of the units' damage as a basis for calculation, that would also scaled better.
Solitude : Troops with no adjacent used plots have all their attributes doubled. /This decree makes no sense to me, why should I leave 2-4 plots empty to strengthen the unit, becomes unnecessary in the course of the run.
Glass Staffs : Your wizards now have 100 attack points but only 1 HP. /Much too weak, as the values remain for the rest of the run.
Burglary : All active troops gain 2 stacks of Midas Touch. (Only activates once) /Still too weak, with one unit on the field that's 2x Midas Touch...
Transmutation : All allied units are replaced with level 3 imps. (Will wipe any upgrades to the affected units) /Not a fan of Imps so this decree makes no sense to me, besides it would be nicer if at least the upgrades could stay.
Evil Pact : Doubles the maximum quantity of imps summoned per battle /Would only be helpful if the imps can be transported to the battlefield fast enough to make a difference and the main building is not scaled here either.


https://steamcommunity.com/app/2784470/discussions/0/640179539761223153/
---King of Nothing/General decrees---

Bunker: Increases the attack speed of your towers by 50%.
Conscription: All your empty plots are filled with level 1 soldier units.
Exploration: Unlock 3 new random plots.
Eyeglass: Units and towers have +20% chance to deal critical damage.
Feast: Doubles the maximum HP of all currently active troops. (Only activates once)
Fortify: The maximum level of the castle is now 9.
Gunpowder: Increases the damaging range of area attacks by 20%.
Leatherworking: Increases the movement speed of all your troops by 100%.
Loan: Receive 99 gold coins.
Overwork: Your buildings apply their effects one more time.
Poison Spikes: Whenever attacked, your units add 1 poison stack to the enemy.
Sharp Blades: Increases the attack of all troops and towers by 30%.
Solitude: Troops with no adjacent used plots have all their attributes doubled.
War Horns: Summoned units are 50% stronger.

---King of Spells---
Abrakadabra: 10% of all enemies turn into frogs.
Glass Staffs: Your wizards now have 100 attack points but only 1 HP.
Re-enchant: Doubles all the enchantments of all your currently active troops.
Static Fields: Doubles your lightning strikes attack speed.

---King of Blood---
Embalming: Enemies killed have a 10% chance to be summoned back to life as allies.
Evil Pact: Doubles the maximum quantity of imps summoned per battle.
Fireworks: Exploders have their attack range area doubled.
Transmutation: All allied units are replaced with level 3 imps. (Will wipe any upgrades to the affected units)

---King of Greed---
Bargain: Merchant’s cards cost half the price.
Burglary: All active troops gain 2 stacks of Midas Touch. (Only activates once)
Insurance: Receive 1 gold for every 9 ally unit deaths.
Salvage: Cards thrown into the pit return 3x more gold.
Last edited by Kronus; Mar 19 @ 1:51pm
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Showing 1-4 of 4 comments
Battles are over easy too fast for poison to matter so far, so poison spikes I've never picked. Glass staffs should just set wizards to 100/1, not keep them there forever. Evil pact would be good if demons were good, until then yeah they don't summon fast enough and are too weak. Never tried fortify, but level 9 castles when the goal is less than 30 years is a waste of cards, maybe should give it 3 extra levels regardless of cap or something and would be good with the one that doubles lightning bolt attack speed as KoS (make castles scale with neighboring buildings please). Never taken exploration, but could be good if they also give you 3 random cards with the plots. The rest I've taken in certain situations, just very conditional
Last edited by DisguisedToFu; Mar 19 @ 2:22pm
Kronus Mar 19 @ 2:06pm 
Originally posted by DisguisedToFu:
Never tried fortify, but level 9 castles when the goal is less than 30 years is a waste of cards, maybe should give it 3 extra levels regardless of cap or something and would be good with the one that doubles castle attack speed

The castle is not rated as a tower, building or unit, as far as I know, so Bunker (Increases the attack speed of your towers by 50%) would not help.
Originally posted by Kronus:
The castle is not rated as a tower, building or unit, as far as I know, so Bunker (Increases the attack speed of your towers by 50%) would not help.

I was referring to the lightning bolt one specifically for the mage castle, should've been more clear with that. Static fields
Originally posted by DisguisedToFu:
Never taken exploration, but could be good if they also give you 3 random cards with the plots. The rest I've taken in certain situations, just very conditional

Exploration is very good early on in my experience, before even the first area upgrade, since it will consistently give you spots to buff your units more. Glass staff feels insanely bad and feels more like picking it is ruining your own run, even if the goal is 30 years, as it stops them from gaining stats outside of crit and attack speed, which is also detrimental for overinvest and similar buff cards. The wording on the decree should at least be amended to have it be more clear about the decree being an aura effect, not a one time off like feast and such.
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Showing 1-4 of 4 comments
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