KvK: Ready... set... go!
-This is what makes Fantasy Earth Zero a fun game. The KvK system allows 50 players of one nation to face off 50 players of another nation. When joining KvK the game allows a difference of 5 people on each side.
15 v 20 means no more can join the defending side until some more join the attacking side, this helps prevent unbalanced fights and prevents massive take over.
-If you are on the map when KvK is declared, you get the choice to join it or not. Often you are kicked out to the map, like maybe there isn't enough attackers::defender ratio and you have to wait for the KvK to open up to everyone again.
-KvK is declared by 5 people of the same nation. I'm not completly sure how but it takes 5 people to start up a KvK and you get to chose a spot to place your keep/castle.
-Getting Crystals, crouch near a crystal (showed as a white dot on the map) and you will auto-start getting crystals, you will needs those for building and morphing, when joining for the first times kvk I sugget you to just get crystals for other players (you can get just 10 at LV10), they usually come to the crystal and tyep "@20" it will mean he needs "20 crystals", just trade to them.
Later in the game for being more useful in the battle you will know that you can use you crystals for do some stuff, like buildings:
-Buildings: You have four types of buildings.
Archer Towers (10/10)
This is offensive building that helps guard territory that is under massive disput. Normally placed close as possiable to front lines. AT are pretty weak , but in a group becomes quite deadly and softens and holds the enemies back longer than if it was empty. AT have quite high HP but it is easily defeated by orge cannons.
Do not waste these in safe areas! you can only build 10 max, and you cannot destory them once built! Once you play KvK for a while, you will understand where and how to use these buildings to the fullest possiable. I always place them in choake or heavily disupted areas. placing these close to crystals or high grounds gives you a upper hand as it is harder for the enemy to take them out and prevents them from using the crystal to its fullest. But be aware, these buildings are easily destroyed by an army if there is noone protecting them.
Obliesks (25/25) (sp?)
These are called the "radar towers" or in age of the empires when you build more towns to expand your terrorotiry. These help mark and allow Line of Sight in areas around the building. This gives you advantage to see if enemy is attempting to do an ambush attack or if they are attacking the building. These are you most precious buildings as they also prevent the enemy from claiming terroirtoy close to the tower and also prevents them from building AT in your area. BUT these are easily taken down by a group or orge cannons. Protect them and build several in areas heavily under fire to prevent massive loss of terrirory. They also "damage" the enemy's castle.
War Craft (1/1)
This building allows the transformation of players into Heavy artillery (Orge Cannon) that has a massive range attack and a weak AoE attack to scatter players bothering you. You can only place one of these, make sure to place them to an equal distance of heavily disputed areas. Placement changes with situation as if an enemy concentraties all 10 towers in an area, building this closer to the front (but not too close) allows quicker access to the front lines.
Gates of Hades (1/1)
This is one wicked building once selected while browsing the transformations window allows the player to morph in a Wraith(50 crystals)
You can't build this... but its already there for you. This allows tranformation into Knights (40 crystals).
So this is what it is about buildings, now about morphs:
costs 40 crystals
Anti-Transformation units. they do crap damage against players and buildings, but make quick death of any other transformed player.
Cannon Orc (lol)
costs 30 crystals
Speed Very very slow. Jumping is faster. Avoid walking.
These are very very slow units and very vurnable to attacks. Do not go in solo as you will die against anything almost. Knights will turn you into swiss cheese and players will keep stunning and killing you. a mix of knights and players allows you to do your job, and that is removing the enemy's defensive buildings so your team can break through and advance up. Worse comes to worse you can "stomp" to scatter enemies around but its quite useless when you are trying to forge through the front lines.
costs 50 crystals
I haven't played with this a lot, but when i was playing i was pretty slow moving.. but faster than orge with 3 attacks. An ice attack, a sword attack and i think poison attack. This is one of the best anti-personal transformations. BUT it must be protected by a group of knights as the enemy will most likly have their knights trying to destroy you. Your sword hit can do 200+ easily and deal a massive blow to the frontlines. During stalemate between two teams, this can often be the stalemate breaker if used correctly.
Special unit that requires a speical item to allow transformation. If used correctly, can overwhelm and oblierate the other side. This scarey transformation can take out armies of players in a matter of hits. Protected by knights and help with Wraith would make it an unstoppable combo unless the other side is skilled with their knights.
Dunno much about how you can become one. But it is the only "true" flying unit...Very danagerous against players and buildings.
There's several roles you can play during the first 10 or so minutes of the KvK.
Building: You gather as much crystals as you can (45 is the magic number as you can only hold 50 at any one time). Run around and build obelisks as close as possible to enemy territory then get more crystals and either keep exploring or Archer Tower up some areas that are under heavy fire that could use a last defensive line.
Attacking/Holding: Forget about crystals and charge into the battle with other people to hold the enemy back while your builders get the chance to build as close as possaible to you guys, hopefully giving you an edge over the enemy as you would be holding the enemy back in their own terf. Most games are decided by who can hold the enemy back in their own 45% of land while the other team can claim the other 5% and hold it down with 10 AT and a lot of players.
Hybrid: You take 15/18 crystals and run into battle. When you conquer an area or notice you need something to hold the enemy back, or you need that exxtra help. you can build the AT or Oblesik. (I personally play this route since there is a very small window of opp when you push and destory the eenmies buildings to conqour the land before the counter strike.)