Winning stages will earn you experience points in Civilization Wars – which are very important when it comes to increasing the performance of your troops and for allowing the player to increase the number of spells they have available (aside from leveling up said spells). And getting the right upgrades is always the key when it comes to getting past the more difficult stages. Basically, experience points earn you levels and each level provides you with a finite number of “points” to be distributed to skills and stats. One of the best things about this kingdoms at war game is the fact that you can distribute and redistribute your stat points as often as you need.
So let us say that you have fully upgraded your troops, but for the next stage, you realize that a specific spell can be really handy. All you need to do is to head on over to the skills menu and redistribute the stats to wherever you may need.
Here is a quick round up of all the upgrades available and how they are used in the game.
Defence: increasing this skill boosts your troop defence rating by 20% and it can be improved 6 times for a massive 120% bonus. This stat comes in handy when it comes to protecting your bases –basically, it means that your defending base will take down attackers a lot easier, fending off forces that would normally be enough to take you on.
Attack: is how effective your troops are when it comes to invading enemy bases. Like defence, the stat be increased 6 times at 20% intervals, also providing a large 120% bonus. This is the stat that comes in when it comes to attacking enemy towers –basically, the higher this stat goes, the less troops you will need for taking control of a building.
Speed: the name says it all –how fast your troops move on the field. From the moment you decide to send troops from a building and into a target, your forces have to contend with spells, distance and in the case of enemy strongholds, the regenerating factor of their maximum troop capacity. Having faster speed means getting from point A to point B with the least amount of time, allowing you to overwhelm enemies with sheer numbers. As with the two previous stats, this can be raised 6 times with cumulative 20% bonuses.
Agility: this stat is actually quite misleading, since agility has nothing to do with your troops’ movement or battle performance. This stat determines how fast your building will generate new troops. This may not seem like a big deal, but if your strategy is to overwhelm your enemies, than raising this stat with speed will be critical in your early game. As with all the previously mentioned stats, this can be raised all the way up to level 6 and has a 20% bonus for each level.
Upgrade XP: one of our favorite stats in-game. This basically improves the overall amount of exp gained every stage you play. Try to invest in this stat as much as possible early in the game and when you are repeating early stages to farm for experience points. Every skill increment increases your gain by 15%, and at max level, the cumulative bonus reaches all the way up to 90%.
Reload Time: Every spell you use in the game has a specific cooldown value. The lower this value gets, the more often you get to cast spells (as long as your have crystal power that is). With that said, increasing this skill is not useful at all if you have no spells or are playing in challenge mode with spells disabled. Every level of this skill decreases the cooldown of spells by 5% and a max level, the cumulative bonus is 30%.
Crystals Amount: This is a spell caster’s best friend. Crystals amount determines how much maximum mana you have and also, how fast the mana regenerates. For the maximum mana limit, this skill increases it by 20 per level. The regeneration rate on the other hand, is increased by 20% each level of the upgrade.
Crystals Init: One of the less useful skills –init stands for intial value of crystal power. At the very start of each stage, players are given a semi loaded crystal energy tank. Now this value does not max out your own potential, but instead, it provides you with an ample amount of energy to cast a spell of two before you have to wait until the mana regenerates. This skill can be increased up to 6 times and provides 25% more stating crystal energy per level.
Shield: this defensive spell casts a protective barrier over a specific building, making it stronger and easier to defend against attacks. This spell is more a specialist ability since it is more defense than it is offense. If you have a structure that pretty much seems like a primary target by your enemy (or you see a large invading group headed your way), casting this spell may be the tide-turner that your need. This 6 level spell increases your base attack value up to 10% per level.
Fireball: the most basic and also one of the most well rounded spells of the game. Casting this brings forth a fireball from the sky smashing into the target area. Since it affects both structures and troops, players will find that this can be useful if they want to soften up a building before attacking it, or if they want to do a little damage to an enemies’ attack squad. Every skill increase raises the damage of fireball by 15%.
Lightning: casting this spell summons dark clouds and lightning to fall down from the sky. Like fireball, this spell also affects buildings, though you will need to aim carefully to make this spell worth the casting cost. Basically, what happens here is that anything under clouds over the target area may or may not get hit by bolts of lightning. Due to its random element, it is pretty hard to rely on this spell. So use it only when you have a cluster of enemy buildings. Every level of this skill increases the duration of clouds by 5% more and a bonus of 20%.
Meteorite: if you liked using the fireball, than you will most certainly be happy with the meteorite. What happens here is much like the fireball spell; cast it and a fireball comes down from the sky. The special thing is the fact that you now get three fireballs instead of just one. Not only does this increase your damage, but it also expands the target area of the spell. You will also need to try it out a couple of times to get the placement just right too. Also, players should note that casting this spell costs more than the regular fireball, so use it wisely. Upgrading this spell increases the damage by 30% per level.
Twister: this spell summons a giant tornado that will damage anything it touches. Much like the lightning spell, the Twister has plenty of damage potential, but has an unpredictable movement pattern. As such, the twister is best used for stages where you have to deal with clusters of enemy structures and also, in those special boss stage where you have to fight giant creatures (in these cases, the twister will hardly ever miss). Also, be careful not to send your troops into the path of the tornado. Each upgrade will increase both damage and duration of the spell by 15%
Hypnoses: this is a great interrupt spell –basically, it turns any non-friendly units into friendly ones. The enemy AI also loves using this spell so it pays to keep it handy for reversing effects. The best way to use this spell is to wait until the enemy sends in a huge attacking party towards your or a neutral structure. Using the spell will turn their units to your side –if they are attacking, the units will instead reinforce your structure. If they are heading towards a neutral building, it means that you will get the building instead of them. Upgrading hypnoses will increase the affected area of the spell by 15%.
Swamp: this spell turns a specific portion of the floor into a small poisonous swamp –making it dangerous for anyone to come near it. This is great for laying down traps in enemy paths and also, for locking in enemy troops into a single building –if you lay the swamp on a building, then they are unlikely to send any troops out. Aside from dishing out damage, the spell also slows down enemies. This means that any troop passing over the swamp is almost certain to die. Upgrading this spell will increase the damage by 20%, duration by 40% and the movement speed penalty by 5%.
Golem: these gigantic hulking creatures will move, walk and attack on their own once they are on the battlefield. All that is important is that you protect them from attack towers as much as possible. While a golem will never be able to conquer a building, they can dish out plenty of damage. Just stay away from races that have fast regen factor and they will be useful. Overall, it is hard to recommend the golem spell as it does not exactly complement any of the other skills. Increasing the golem spell’s level will raise damage by 30%, life by 10% and movement speed by 5%.
Quake: a massively powerful spell that literally shakes everything up. Considering the spell’s really high casting cost, it is hard to appreciate what it does (even if it affects almost every single structure in the stage). The argument here is that for the cost of the quake, you could cast several other spells one after another with for more result-oriented ends. Upgrading this spell will increase the damage by 5% and the duration by 15%.