By Phillip Rock at http://warbookforums.com/smf/index.php?topic=163.0This is a Guide and FAQ answer site for new players and experienced players alike. I will try to cover every aspect of the game possible. The first part is a Starting Guide, to get you started and at the end will be the FAQ. First off, there is a help topic available here:
http://optimus.freewebz.com/help/ If you do not find what you need here, feel free to read on.
- Please note: This is not a Strategy Guide, only a guide to help you get started, or understand game play.
- Also, if you have just started and are consulting this Guide on how to begin, then please read all of the Guide first.
Game Basics
In Game Terms and Acronyms
DPA - Stands for 'Defense Per Acre'. While this is not used often, this is the score given to defense for every acre of land you have. You can find this number by taking the amount of units you have per acre and adding their defense scores.
IGN - Stands for 'In-Game Name'. This refers to the name you give your Hero when you first create your kingdom.
LAP - Stands for 'Limited Aggression Pact'. Alliances in WarBook use this term to describe a relationship in which members of a certain alliance may attack a member of another alliance only once or twice per day. The definition will vary between alliances and agreements, but they all mean the same thing. Limited attacks on a member of the alliance that holds the pact. Breaking this pact usually results in expulsion from an alliance, or heavy reparations.
NAP - Stands for 'Non-Aggression Pact'. This refers to a relationship between alliances where no one in either alliance is permitted to attack the other for any reason. Breaking this pact usually results in expulsion from an alliance, or heavy reparations.
MPP (MDP) - Stands for 'Mutual Protection Pact' (Mutual Defense Pact). This refers to a relationship in which alliances are very friendly and may come to the aid of the other if the alliance goes to war. Usually, this pact is optional when in place, and alliance are not obligated to respond to the pact. However, continued dismissal of the pact may result in termination of the pact.
Multi - Term given to a player with multiple accounts. Multi-accounting is strictly forbidden in both the Facebook rules and the WarBook rules. A person can be permanently banned from Facebook for having multiple accounts
Chainer - Term given to a player who hits another kingdom excessively. By most terms, a chain attack is considered 4 or more attacks. However, the definition varies and it could be as little as 3 attacks to any number of attacks. Chaining is NOT illegal, and is a perfectly normal strategy, however, it is frowned upon by the public in most cases.
Tap - Slang for attacking another kingdom. Usually used when identifying attacks between alliances.
Farming - Farming is selecting one or more players out of WarBook, and constantly attack them whenever possible to achieve more experience points, gold, and land. This is looked down upon, but is not illegal.
Admin - Administrator to WarBook.
The current Administrators are:
- TJ Murphy (Teej) - WarBook Administrator
- Han Xiao- WarBook Administrator
- Benjamin Juang (benjaminjuang) - WarBook Administrator
- Dakota Mendenhall (DakotaM.) - WarBook Forums Administrator
Mod - Moderator to WarBook. Checks and moderates forums.
The current Moderators are:
- Phillip Rock (Phillip Rock)
- Craig Neville (Craig)
- Christopher Shiner (AtlantesSoH)
- Stephen Porter (stephenwporter)
Choosing A Hero
There are currently 8 hero types to choose from:
| Hero Type | Description |
| Warmonger | Strong Attacking Hero, Poor Defense |
| Visionary | Strong Defense Hero, Poor Attack |
| General | Well-Balanced, Well-Trained Hero |
| Mogul | Money Making Hero |
| Magician | Strong Magic Hero, Arcane Arts |
| Automator | Well-Balanced, Economical Hero |
| Necromancer | Strong Magic Hero, Forbidden Arts |
| Slayer | Strong Attacking Hero, Decent Defense |
The character you choose, will be your hero for the game. You can change your character ONLY if you restart your kingdom from scratch.
Each Hero has its own unique abilities:
(Specific stats of Heroes can be viewed on the link at the start of the topic.)The Warmonger - Also called a Monger, it is the ideal Hero for an attack-oriented player. Boasting a high staring bonus to attack and combining strength in numbers with powerful units, this Hero can pack the most punch of all the Heroes in an even fight. The Warmonger has the ability to purchase troops starting at half the normal price of regular soldiers, which starts at 100 gold, and starts at 50 gold for Warmongers. You can bring this cost down an additional 50% by adding barracks to your kingdom (which will be talked about later). The Warmonger also has a unique spell. This spell can only be used by the Warmonger and the Slayer hero types. This spell, Bloodlust, when casted, will increase the amount of casualties you inflict on an enemy by a great percentage. In addition, the Warmonger has the most powerful attacking Elite unit. The Berserker has 8 attack and 2 defense. While they are not meant to defend, they can tear through any opponent with ease. As a side note, during battle the Warmonger has a higher random factor. I believe this has to do with the success of an attack and the amount of troops lost during battle.
The Visionary - Is the ideal Hero for a defense-oriented player. This Hero has the best defensive units in the game, and has a large bonus to defense in the beginning. On top of having a 25% reduction in exploration costs, they lose 25% less casualties when defending. The Elites for this hero type are called Defenders. They have 2 attack and 8 defense. Therefore, they make the best defending units in the game.
The General - This is one of the more strategic and tactical Heroes in the game. Featuring a formidable defense and attack, a General can handle any situation. While the General does have an additional 10% added onto the exploration price, the 50% less casualties that their Elites receive in battle more than make up for this. These Elite units, rightly named Elites, have an attack of 5 and defense of 5. In any battle at all, they lose 50% less casualties than they normally would. These Elites do come at a price though, of 7 times the cost of a normal troop. But with cost reductions, you can bring the cost down to as low as 350 gold per Elite. You just have to make the choice of whether it is worth it or not to pay for such fine troops.
The Mogul - Quite arguably the best at making money, Moguls were made for reaping the maximum gold per hour. The Mogul can receive two more trade agreements than any other hero type, and each trade agreement is worth 10%; 5% more than any other heroes. On top of that, Moguls have a 10% discount on all buildings. The Mogul's Elite is the Legionnaire. They have an attack of 3, and defense of 5. The provide a nice defense, and have a decent attack if needed.
The Magician - Loved and hated by WarBookers, the Mage has the potential to have the most mana, and exert the most magical power. The Magician features the ability to regenerate mana twice as fast as any other hero, and has a 25% resistance to all magical attacks. The Magicians Elite is the Wizard. This unit has an attack of 5 and a defense of 3. While not the best unit for defense, the Wizard can provide a nice increase in attack to your overall force.
The Automator - Is arguably the most cost-efficient hero long-term, and the most expensive in the short-term. While all beginning stats are that of a General's, the Automator does have one strong point. The Autmators Elite unit, the Machina, has an attack of 5 and defense of 5. The 'strong point' I mentioned is that these Elites have an upkeep of 0.2 gold. Normal Elites have an upkeep of 3 gold, but the Machina is the exception. While these units do cost 10 times that of any regular soldier, with such low upkeep, you can stack these units one on top of another and still have plenty of money left over.
There is however the dissadvantage of the rust effect, which destroys an average of 0.15% of machina per turn. The cost to replace these lost units can effectively increace the upkeep of machina to 2 gold per hour.
The Necromancer - A user of the dark and forbidden arts, is not the most powerful magic-user, but it has one unique spell that sets it apart from its more potent opposite, the Magician. The Necromancer has the ability to raise the dead. This allows between 5% and 10% of one's overall basic soldier count to be transformed into Elites at no cost. The Elite unit of the Necromancer is the Zombie. The Zombie has an attack of 3 and a defense of 3. The Necromancer also has increased mana to begin with.
The Slayer - Has the deadliest units in the game. The Slayer has the ability to inflict massive casualties on the enemy, and on top of that bonus, cast bloodlust, which also increases casualties. The Slayer's Elite unit is the Assassin. Featuring an attack 6 and defense of 2, this unit is more on the aggressive side.
Here is a table of beginning Hero Stats
| Hero Type | Attack | Defense | Spell Power | Max Mana |
| Visionary | 0 | 5 | 1 | 20 |
| General | 3 | 3 | 0 | 10 |
| Warmonger | 5 | 0 | 1 | 20 |
| Mogul | 1 | 2 | 1 | 20 |
| Magician | 1 | 0 | 4 | 40 |
| Slayer | 4 | 1 | 2 | 20 |
| Necromancer | 2 | 2 | 2 | 30 |
| Automator | 3 | 3 | 0 | 10 |
Here are the Elite Stats for each Hero Type
| Hero Type | Name | Cost | Attack | Defense |
| Visionary | Defender | 500 | 2 | 8 |
| General | Elite | 700 | 5 | 5 |
| Warmonger | Berserker | 500 | 8 | 2 |
| Mogul | Legionnaire | 400 | 3 | 5 |
| Magician | Wizard | 400 | 5 | 3 |
| Slayer | Assassin | 400 | 6 | 2 |
| Necromancer | Zombie | 400 | 3 | 3 |
| Automator | Machina | 1000 | 5 | 5 |
Expanding Your Kingdom
Once you have selected your hero of choice, you will arrive at the WarBook homepage. At the top of the page, there are four icons. The first is gold, the second is your army, the third is your acreage and the fourth is your mana count. From this page, there are several links. The first link is
Expand Your Kingdom.
Within the Expand Your Kingdom section you will see your kingdom's stats:
- Kingdom Size - This is how many acres your kingdom spans.
- Total Income - This is how much money you actually receive per hour.
- Total Revenue - This is how much money you make overall, before upkeep is factored in.
- Upkeep - This is the cost for your soldier units every hour. It is subtracted from your Revenue to arrive at your Income.
Your income is calculated as follows:
a = Total Acreage
b = Amount of Mines
c = Amount of Trade Agreements.
Total Revenue = (10a + 30b) * (1 + .05c)
Note: For Moguls, Total Revenue = (10a + 30b) * (1 + .1c)
Income = Total Revenue - Upkeep
After this information, you will see a bunch of stuff that you may have no idea what the meaning is. I will explain:
The first option you should see there is 'Free Land'. You should also see a blank space, and a bunch of numbers. First, I will explain what all those numbers and the space are and is.
- There will be sentence right under the heading of each section. I will explain about these when I explain each section.
- Now, there are two large font numbers, on the same row. The first number is the amount of the type of building or land you have. The second number is the percentage of your overall land that this particular structure or land takes up.
- Now you should see a blank spot. This is where you would type in how much of something you wish to by or explore or whatnot.
- The number in parenthesis right next to the blank is the maximum amount of the building or land you can buy at the moment in time.
- On most options, there is a destroy option. If you click it, it brings up another blank spot followed by another number in parenthesis. The spot is for selecting how many buildings you want to destroy. The number in parenthesis identifies the maximum amount of buildings you can destroy in that one section at that moment in time.
That explanation will work for all the sections listed in the
Expand Your Kingdom area.
Now that we have covered what everything means, lets move on to what each section is.
- Free Land - This is the amount of free land you have to build upon. You can create more free land by destroying other buildings. Every acre of land you own gives you 10 gold per hour, no matter what is built upon it, if anything. Underneath the heading for 'Free Land', there is a sentence saying 'Your income is increased by...'. This will tell you how much gold you earn from the amount of free land you have.
- Mines - These structures increase your Revenue by 30 gold per hour in addition to the 10 gold per hour already provided. They serve no other purpose. The sentence under the heading of this section says 'Your income is increased by...'. This also tells you how much gold you earn, but from only the mines.
- Forts - Increase your defense. You can have 30% of your land fortresses to increase your defense by a maximum 45%. Any more forts built will not add to the bonus. The sentence under the heading shows how much your defense is increased by.
- Training Camps - Increase your offense. You can have 30% of your land training camps to increase your offense by a maximum of 45%. Any more training camps built will not add to the bonus. The sentence under the heading shows your bonus to offense.
- Barracks - Decrease the costs of training soldiers. You can have 25% of your land barracks to decrease your training costs by 50%. Any more barracks will not add to the bonus. The sentence under the heading shows the discount in training costs.
- Amplifiers - Increase your magical attack. You can have 25% of your land amplifiers to increase your magical attack by 50%. Any more amplifiers will not add to the bonus. The sentence under the heading shows how much your magic power is increased by.
- Barriers - Increase your magical defense. You can have 25% of your land barriers to increase your magical defense by 75%. Any more barriers will not add to the bonus. The sentence under the heading shows how much resistance to magic you have.
Building Your Army
Now we will move on to the second link on your WarBook homepage, 'Build Your Army'.
The first information you see is explained as such:
- Your Army's Size - The size of your army.
- Attack Score - Your army's attack score. When you attack, this must be greater than the enemy's defense score. This is a calculation of hero bonuses, army points, and training camps. To see how this calculation is made:
a = Soldier Count
b = Knight Count
c = Pike-man Count
d = Single Elite's Attack (As Elites Differ between Hero Types)
e = Elite Count
f = Total Army Attack
g = Hero Attack Points
h = Training Camp Bonus Percentage (Decimal Form) (Ex: 45% = .45)
i = Attack Score
Total Army Attack = (a + c) + 3b + ed
Attack Score = f * (1 + .01g + h)
- Defense Score - Your army's defense score. When you defend, this must be greater than the enemy's attack score. This is a calculation of hero bonuses, army points, and fortresses. To see how this calculation is made:
a = Soldier Count
b = Knight Count
c = Pike-man Count
d = Single Elite's Defense (As Elites Differ between Hero Types)
e = Elite Count
f = Total Army Defense
g = Your Total Acreage (You get a small 'Home-Field' advantage when defending.)
h = Hero Defense Points
i = Fortress Bonus Percentage (Decimal Form) (Ex: 45% = .45)
j = Defense Score
Total Army Defense = (a + b) + 3c + ed
Defense Score = (f + g) * (1 + .01h + i)
- Alert Level - This is your kingdom's preparedness in case of an attack. The higher the alert status, then generally the less stuff you lose, including troops, land, and gold. When a kingdom is on 'Full-Alert', then no one may attack that kingdom.
- Resource Level - This is your kingdom's amount of resources that are available for pillaging and stealing. When this rating is 'Plentiful', then the amount of resources available to take is large. When 'Stripped', then none can be taken. This level does not just count towards gold, but land also. So while you may have no gold to be taken, land still counts towards the level.
Now, moving on. We come to a setup very much like the
Expand Your Kingdom link's setup. But it is different.
Unit Types
Soldiers
This is the first heading we come to. Soldiers make up the basic part of any army. They offer 1 attack point and 1 defense point. They normally cost 100 gold. Warmongers start with soldiers at 50 gold. With enough barracks, you can reduce the costs by 50%. You must have 1 soldier to buy another type of unit, as soldiers are upgraded into those units. There is a slot to purchase how many soldiers you want. Again, there is a max number beside the cost of the soldiers. This is the maximum amount of soldiers you can buy. Also, there is an option that says 'Release Soldiers...'. You can release any amount of soldiers that you have, but only soldiers, as no upgraded units can be released. Soldiers have an upkeep of 1 gold per hour.
Knights
These are the Veterans of the attacking army. They have 3 attack, but have a poor defense of 1. There is a slot to put the amount of Knights you wish to buy. There is also the maximum number of Knights allowed to be bought beside the cost of the Knight. Knights cost 2 times as much as a normal soldier at any time. For Warmongers, the price is 4 times a normal soldier, because Warmongers only get the discount for regular troops, not upgraded ones. Knights have an upkeep of 2 gold per hour. Knights lose less casualties in battle than Soldiers.
Pike-Men
These are the Veterans of the defensive army. They have 3 defense, but have a poor attack of 1. There is a slot to put the amount of Pike-Men you wish to buy. There is also the maximum number of Pike-Men allowed to be bought beside the cost of the Pike-Man. Pike-Men cost 2 times as much as a normal soldier. Pike-Men have an upkeep of 2 gold per hour. Pike-Men lose less casualties in battle than Soldiers.
Elites
Elites are the, well, elites of the army. They can be good at attack, defense, or both. Descriptions of the Elites can be read in section
Choosing A Hero. The setup is the same as the other two. Elites normally cost 5 times that of a regular soldier at any time. For Generals and Automators, it is 10 times the cost of a regular soldier at any time. Usually, the upkeep of an elite is 3 gold per hour. For Automators, it is 0.5 gold per hour.
Conquer Enemy Lands
The next link we come to is the
Conquer Enemy Lands link. Now this is what WarBook is all about, taking from others what they don't need :).
Now this section should be pretty straight forward. Also,
Factions appear in the searches and on player pages. All this does, is show what website the user plays on.
Search By Kingdom Size
This option lets you search for a kingdom in a certain range. You should know that you CANNOT attack anyone who is 3 times smaller or 3 times larger than you are. You may attack anyone in between, however.
Supersearch
This option automatically searches for kingdoms that are about half your size. In this way, you can find targets that you should be able to beat, and you will not be considered bottom-feeding.
- Bottom-feeding is attacking kingdoms that are 3 times smaller than you. Many consider this foul play.*
Search By Hero Level
You can also search by hero level. You should search for heroes that are 3 levels above or below you, as this is the range for receiving experience from a successful attack. There is a description of how many experience points can be earned farther down.
Hero Name
You can also search by hero name. It is self-explanatory. You type in the name, and you search.
The User Page
When you search for kingdoms to attack, they will appear in search results, which is a list of about 10 kingdoms. Then you select from that list who you wish to attack. On that page, you will see the following:
These three things will be at the top of the page:
- The player's name and their Alliance Tag if they have one. (Alliance Tags will be discussed later.)
- The level of the user and their hero type.
- Their acreage.
Also, just below these stats, there is a 'Propose a Trade' option. We will discuss this later.
Now, you will see some familiar things, and not so familiar.
- Alert Level - The level of preparedness of the enemy.
- Resources - The amount of resources available to be plundered.
- Soldiers - The maximum amount of soldiers you can send.
- Knights - The maximum amount of Knights you can send.
- Pike-Men - The maximum amount of Pike-Men you can send.
- Elites - The maximum amount of Elites you can send.
Note: This page automatically fills in the blanks where you put how many soldiers you wish to send with the maximum count of soldiers you have. You can change this by typing in a different amount.
There is an attack button. Simply press the button to attack. There are a few technicalities to look our for. You must attack with 20% of your overall army. You must attack with an amount of soldiers equal to your acreage.
Here is how experience is determined for succesfull attacks or succesfully reppeling an attack:
| Opponents level compaired to yours | Experiance gained |
| 2 or more above | 5 |
| 1 above | 4 |
| the same level as you | 3 |
| 1 below | 2 |
| 2 or 3 below | 1 |
| 4 below or lower | 0 |
If you fail then you receive no experience points.
Also, at this time, I will mention that casualties are determined by the following:
- The amount of troops you send.
- The amount of each type of troop you send.
- The amount of troops the defender has.
- The attack score of the attacker.
- The defense score of the defender.
If you send only a few troops to attack, you won't lose much, as you didn't send much to begin with. If you send many, then you may lose many. It is also determined by difference in numbers. If you have a very large army, and the defender a very small one, then you will break through more easily, and lose less men. However, if they defender has a far more vast army, and you have a small one, you will lose a lot of those men. If the armies are evenly matched, then the casualty rate is determined by other factors, such as the total amount of troops sent.
If you happen to be friends with the kingdom in question, then you may send aid. Under the 'Send Aid' headline, you may choose to send gold or normal soldiers to your friend.
- If you send gold, you must at least send 1 gold.
- If you send soldiers, you must at least send 1 soldier, and can not send more than half of your standing normal soldier army at a time.
- Aid can not be sent between a facebook and bebo kingdom.
Transportation Tax is also taken our on this. This is a fine for, you guessed it, transporting goods. Transportation Tax can be determined by the following equation:
This is the Transportation Tax equation:
For sending to your ally:
a = Ally's Acreage
b = Your Acreage
c = Tax
Tax = (a / b) * 10
If b > a, Tax = 10%
For receiving from your ally:
a = Ally's Acreage
b = Your Acreage
c = Tax
Tax = (b / a) * 10
If a > b, Tax = 10%
This shows how much tax is taken out. Now the tax is only configured by tens. So that means you must round if you have a decimal, or do not have an even ten number. Any number with 5 in the ones place must round up. Any number below a 5 rounds down. For example, your tax comes out to be 34.56%. You must round down to 30%. Then you have a Transportation Tax of 30%. If your Tax is smaller than 15%, then it will always be 10%. This Tax is taken on both types of aid.
You may also wish to cast a spell at the enemy. You have a few to select from:
- Spy - Gives an approximation of the enemy's gold and standing army. It costs 2 mana.
- Survey - Gives an approximation of the enemy's building counts. It costs 2 mana.
- Magic Vortex - Drains half the enemy's current mana. It costs 15 mana.
- Fireball - Eliminates several men in the enemy's army. Costs 20 mana.
- Earthquake - Destroys several buildings on the enemy's land. Costs 40 mana.
- Land Grab (MAGICIAN ONLY) - Enables you to magically procure land from the enemy. Costs 100 mana.
We will talk about mana more later on, when we reach your Hero.
The last option available on this page is one to send a message. Just type your message in, and send. There is no limit to the amount of lines in a message anymore.
Your Hero
This section is so small, there is no need for separate sub-sections for this link.Now, first thing you will see is your Hero's name, type, and level. After this you will see 4 attributes:
- Attack (For every point, this is a +1% multiplier to your overall attack.)
- Defense (For every point, this is a +1% multiplier to your defense.)
- Spell Power (For every point, it is a +1% multiplier to your spell power.)
- Mana (Your Current / Maximum)
After that, you will see '
Next Level', and the experience needed to get to the next level.
This is all pretty straight forward. The next part are your hero spells. They are:
- Alchemy - Gives you a percentage of your Income in gold. (20 mana)
- Boundary Shift - Gives you a small increase in acreage for no cost but mana. (60 mana)
Remember, when you reach 60 maximum mana points, you regenerate 10% of your total mana.Remember, when you reach 70 mana, alchemy is always 30% of your total mana.Until you reach 70 total mana, Magicians regenerate 10 mana, and all other Heroes regenerate 5 every hour.
Make Allies
This section has a lot of information to go with it. So make sure you read carefully.
Trade Agreements
The first section you will see is called Trade Agreements. Moguls can have 5 trade agreements, and each adds 10% onto their income. Other Heroes can have 3 trade agreements, and each adds 5% onto their income. Once you have proposed a trade agreement, it will show up here as PENDING. Once it is accepted, the PENDING will disappear, and you will know that the trade route has been accepted. You can also cancel it at any time, by pressing the 'cancel' button.
Your Alliance
Right after the Trade Agreements, is the section called
Your Alliance. If you have an alliance, it will show up here, with a link to the page. If you do not, it will display a message saying you are not in an alliance.
If you decide to join an alliance, simply search around for the one you want. You can click on any other player's tag next to their name on their page, or search for it in the search area. All the information you need about the alliance will be posted on the alliance's page. To apply to the alliance, simply select the link at the bottom that says
Apply to Alliance.
Next is the Find Alliance section. Guess what this section is for! Finding Alliances! I bet you didn't see that coming. Anyways, you can search an alliance name there. You can also search for tags, but they will not always show up in the search as the right alliance, or any alliance at all.
You can also start an alliance from here. It costs 1 million gold. When and if you create an alliance, you will see the following.
Name - The name of your alliance.
Tag - Is your alliance's tag. This is what appears beside your members names in searches and on their pages, to let others know they are in your alliance.
Description - Tells others what your alliance is all about.
Counter Policy - Lets everyone know how you deal with attacks on members.
Announcements - Can only be seen by members of your alliance. They can detail anything you want to tell your members, but do not want others to know.
Your Friends
After that, the last section is Your Friends. It is simply a list of all your friends on WarBook and their Hero names.
The Leaderboard
This area is viewable in two ways:
The Friends Leaderboard shows only the rankings between you and your friends.
The Global Leaderboard shows the rankings of everyone in WarBook.
Each Leaderboard has 3 - 4 Sections:
- Largest Acreage
- Largest Army
- Strongest Hero
- Wealthiest Kingdom (Friends Only)