Hall of Legends
The Hall of Legends is an advanced building that you unlock at a higher level, and it is one of the biggest leaps in strength you will make in the game. It is not for complete beginners - it makes sense only when you have a decent castle and a functioning economy and want to maximize your attacks and defenses. The Hall of Legends relies on two things: the skill tree, where you allocate points into attack, defense, and looting, and the equipment for commanders and castellan, where you assemble sets and insert gems. Here, I will explain how both work and where the most waste occurs.
What the Hall of Legends is and what it is not
Let’s be clear from the start: the Hall of Legends is a military building with its own skill tree. It is not a second castle. It does not produce resources, you do not have taxes or public order in it, and you do not recruit any special units there. If someone advises you to monitor public order or start production in the Hall of Legends, they are talking nonsense - there is nothing like that there.
What you actually do there are two things. First, you allocate points into the skill tree - it is divided into branches for attack, defense, and looting (loot), with master skills on top. Second, you manage equipment for commanders and castellan, assembling sets and upgrading them with gems. These two things work together, and it is their combination that will increase your attack and defense strength.
Skill Tree - where to allocate points
The skill tree works on points that you gradually earn and allocate to individual skills. You have a limited number of points, so you cannot spread them everywhere - and that’s the whole point. You need to decide whether you are more of an attacker, defender, or looter, and allocate points accordingly.
There are three branches: attack, defense, and looting. The attack branch increases the strength of your troops during raids, the defense branch strengthens your walls and garrison at home, and the looting branch increases how much you take from attacked targets. On top are the master skills, which you can access once you have allocated enough points to one branch - they cannot be unlocked until you properly develop that branch. This is why it is not worth spreading points evenly across all three directions. It is better to push one branch to master skills than to have half-hearted progress everywhere.
The good news is that mistakes can be corrected. Points can be reset and started over - just keep in mind that resets have a cooldown, so it’s not something you will do every other day. Think about your build in advance before clicking.
Equipment - slots, rarity, and sets
Equipment is the second half of the whole thing, and this is where most mistakes happen. Each commander and castellan has slots for equipment, and you fit pieces of several types into them - helmet, armor, weapon, artifact, appearance, and hero. Pay attention to terminology: in the game, you work with a commander for attacks and a castellan for defense. There is no 'baron' here; that is a fabrication. Anyone who tells you about barons in the Hall of Legends is pulling it from another game.
Each piece has its rarity, and the higher it is, the greater the upgrade ceiling. The order is: common, rare, epic, legendary, unique, and at the top, relics. Higher rarity means more levels to which you can upgrade the piece, so relic pieces have far greater potential than common ones.
However, the most important are the sets. Some pieces belong together and form a set of several pieces - when you assemble more pieces from one set, you unlock set bonuses that individual pieces do not have on their own. And some set bonuses work specifically - for example, only against NPC targets or only for certain events. That is why it is worth assembling full sets together rather than hunting random strong pieces from different sets. One foreign piece may give you a slightly higher number on paper, but the set bonus you miss out on will almost always outweigh that.
Gems and Upgrading
Gems are inserted into equipment pieces to further strengthen them. Gems have types based on color, and each type provides a different bonus - attack, defense, looting, and so on. The trick is not to mix them: when building a commander for a specific role, insert the same type of gem into all slots so that the effect stacks fully. A classic is a looting commander, where you stuff all pieces with looting gems to take as much as possible from raids.
Gems can be upgraded - weaker ones can be combined to forge stronger ones. Just like points in the skill tree, you never have enough, so don’t waste them on weak pieces that you will soon replace. Save them for equipment that you know you will wear for a long time - ideally on unique and relic pieces that have the highest ceiling.
And don’t take rarity as the only criterion. Higher rarity does have a higher ceiling, but if you don’t have the means to fill it - if you lack gems or upgrade levels - a lower piece that is fully upgraded may serve you better temporarily. Decide based on the real numbers on the piece, not the color of the frame.
Should you toss old epic pieces once you get a relic?
The commander and castellan are not the same, and each wants different equipment and different points in the skill tree. You take the commander for attacks, so you focus on attack bonuses and the attack branch of the tree. You leave the castellan at home for defense, so you go for defensive values and the defense branch. If you mix this up and give an attacker a defensive set, you are wasting potential.
Have multiple builds prepared. You want different equipment for attacking NPC camps, different for defending the castle, and different for special events - especially because some set bonuses work only against specific targets. If you keep assembled sets aside and just swap them according to the situation, you will save a lot of work compared to constantly disassembling and reassembling one piece.
And combine the tree with equipment. Attack branch plus attack set plus attack gems on the commander - that multiplies, and suddenly you are breaking through defenses that you would not have dared to before. Strength is not in one thing, but in the fact that all three pull in the same direction.
Why it is worth it
At a certain stage, you will hit a wall - common units and research are no longer enough against stronger opponents, higher NPC targets, and tougher events. The Hall of Legends gives you the tools to get past it: skills from the tree, stronger commanders thanks to sets and gems that refine each piece.
The advantage is also permanent. Unlike one-time boosts from events, the points you allocate, the assembled sets, and the upgraded gems stay with you forever and can be further improved. Every upgraded piece and every gem pays off in every subsequent attack and defense. That is why more experienced players do not neglect the Hall of Legends - it makes a good player significantly stronger.
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