Don Q - Guidelines

Author: Don Quixote (Page 4 of 13)

T13 Troops

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Tier 13 Troops (Death Squad)

To unlock T13 troops, you must level up your mansion to level L1 (Legacy 1) and Family Training Center to Lv. 30. You must also have your troop camps leveled up to L1 (Legacy 1). After these requirements are met, you can unlock T13 troops in Family Business Agency – under the section Death Squad.

For example: To unlock T13 Shadow Hunter, you must Level up Family training Center to level 30, Biker Camp to Legacy 1 and unlock Shadow Hunter contract in Family Business Agency.

Healing Info
Training Info

The Death Squad Troops

FamilyT13 type
The YakuzaBulker – Combatant
Cosa NostraBiker – Rider
The GeondalShooter – Gunner
The BratvaVehicle – Carrier
Green DragonsBiker – Assaulter
The SalazarShooter – Sniper
Families and their T13 troops.

Brutal Specter

  • Boosts attack in combat
  • Increases attack and armor piercing, providing a significant advantage against bikers
  • Highly effective against T13 shooters

Tips

  • When opponent mainly uses bikers and shooters in their formation, add more brutal specters to your own.

Shadow Hunter

  • Can directly attack long-range units
  • Effectively lowers enemy hit rate, increasing your own survivability
  • Deals additional damage against T13 vehicles

Tips

  • Ideal as an initial striker to swiftly penetrate and weaken the enemy’s rear line

Expunger

  • Greatly lowers enemy defense and may deal massive damage instantly
  • When fighting bikers there is an additional chance of dealing extra damage, making it an effective counter for bikers
  • Can quickly clear enemy rows

Tips

  • They can make up part of your strategy to counter bikers. They can also provide excellent results when the enemy has many rows.

Bone Crusher

  • Excellent in defense, may potentially prevent enemies from attacking in the next turn. Pretty much an all-rounder.
  • Improves advantage against bulker formations.
  • Boosts defense and health, making them a solid shield for the team

Tips

  • They can be your first choice for assault or a solid defense against enemy attacks. Using a limited number of them can keep enemy crew formation attacking in the following turn, protecting your formation.

Devil Hunter

  • They have a certain chance of targeting two rear line crew types with an attack range greater than one during their charge.
  • Increases their dodge skills.
  • After charging, they deal additional damage to the enemy front line, ideal for swiftly weakening the enemy front line.

Tips

  • Efficiently targets the enemy’s rear line while maintaining survivability. They have a distinct edge over shooter formations.

Bloody Angel

  • Advantageous in defense, they can inflict pre-battle damage to the enemy.
  • Targets vital enemy units more accurately
  • Their attack can impact multiple rows, ideal for enemies with many rows.

Tips

  • They have the upper hand in defense battles and are adept at swiftly weakening or annihilating particular targets.

Renegade Skillset

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Renegade skillsets

Renegades with unlocked Skillsets can significantly enhance their combat prowess by utilizing Skillset Codices. Promotions affecting Crew Members yield passive boosts directly impacting the attributes panel. Promotions specific to Renegades activate only when the renegade actively leads ops and are exclusive to that renegade.

Skillset Codices

You can acquire skillset codices by defeating season map mercenaries (max 200 codices per day), engaging in season activeness events, season achievement rewards, and season kill rewards.

You can sell renegade fragments to redeem silver and gold renegade coins which can be used to trade for various items (such as skillset codex.

How To Access It

You can access individual renegade’s skillsets via the renegade page and click on the Skillset Icon.

Custom Text Color

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Wounded Capacity

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A quick recap on how to increase wounded capacity.

The most obvious way to do it is by leveling up hospital buildings. Each level increases capacity by 500.

You can also increase it in Mademan Store and Family Store (under the tab Level Privileges) in Family Resort.

Mademan Store Lv. 6+20.000 capacity
Mademan Store Lv. 7+20.000 capacity
Mademan Store Lv. 8+20.000 capacity
Mademan Store Lv. 9+20.000 capacity
Family Store Lv. 6+1.000 capacity

Wounded capacity can also be increased with investments (in section: Criminal Enterprises)

Avg. Center Expansion Lv. 10+20.000 capacity
Adv. Center Expansion Lv. 15+30.000 capacity

Emblems can increase wounded capacity as well (Wounded Capacity emblems)

Grey emblem+4.000 capacity
Green emblem+8.000 capacity
Blue emblem+16.000 capacity
Purple emblem+24.000 capacity
Orange emblem+36.000 capacity
Gold emblem+50.000 capacity

Godfather’s Necklace Lv. 10 (Gold) increases wounded capacity for +40.000

This can be increased with equipment attribute buffs that you can get in Hitman Agency and with leveling up Pawnbroker.

With maxed Hitman Agency buff+42.000 capacity
With max Pawnbroker level+41.600 capacity
With both+43.600 capacity

Capo Advisors can boost your wounded capacity for +50.000.

Babe Grace has a skill that increases wounded capacity too.

First two skills: 1.200 and 1.800 and then another upgradable skill.

Lv. 1+5.000 capacity
Lv. 2+7.000 capacity
Lv. 3+10.000 capacity
Lv. 4+14.000 capacity
Lv. 5+20.000 capacity
Lv. 6+35.000 capacity
Lv. 7+50.000 capacity
Lv. 8+65.000 capacity

Family babe Laura increases wounded capacity by +1.850 when maxing favor.

Family babe Svetlana increases wounded capacity by +3.500 when maxing favor.

Family babe Carmen increases wounded capacity by+3.500 when maxing favor.

Babe Scarlett increases wounded capacity by +5.000 when maxing favor.

Babe Catherine increases wounded capacity by +5.000 when maxing favor.

Babe Marie increases wounded capacity by +7.500 when maxing favor.

Vigilante Adriana increases wounded capacity for +30.000

Car armament can boost wounded capacity by 33.9% (with Gold Plate Armament)

Leader footwear equipment (Italian Brogues Lv. 40 – Gold) can increase wounded capacity by 28.22%.

Leader pants equipment (Ultra-formal Trousers Lv. 40 – Gold) can increase wounded capacity by 28.22%.

Leader tops equipment (Ultra-formal Tuxedo Lv. 40 – Gold) can increase wounded capacity by 28.22%.

Leader accessory equipment (Burma Ruby Ring Lv. 43 – Gold) can increase wounded capacity by 33.98%.

VIP 10 and above offers a 30% wounded capacity buff.

Leader talents – Support branch

Bigger Center I+5.000 capacity
Bigger Center II+20.000 capacity

Season mastery – support talents also allow you to increase wounded capacity.

Each Bigger Center can increase capacity up to +15.000

Having three Bigger Center talents maxed out gives you a +45.000 wounded capacity.

To sum it up. If you make an expertise set with everything mentioned above (with max available level) and 5 hospital buildings level Elite 5, you should have the following wounded capacity.

Hospital Elite 5 x 5 = 87.500

Babe Grace = 68.000

Family babes = 8.850

Babe Scarlett = 5.000

Babe Catherine = 5.000

Babe Emily = 5.000 (not a free babe – not counted in the final sum)

Vigilante Adriana = 30.000

Godfather’s necklace = 43.600

Investments = 50.000

Family Resort stores = 61.000

Leader talents = 25.000

7 gold wounded capacity emblems = 350.000

Maxed season mastery = 45.000

…………..

Total: 786.450

With Car armament boost and VIP10+ status (63.9%)

Total: 1.288.991

Now let’s compare different leader equipment and use the number above as the base number

Without leader equipment sets – leader equipment with 4 items that increase wounded capacity (118.64%)

Total: 1.529.260

Note: this is also max you can get without paying, options below require equipment sets that can only be bought with real money.


If you combine leader equipment with the Warlord set

Warlord Bowie Knife, Burma Ruby Ring, Ultra-formal Tuxedo, Warlord Tactical Pant, and Warlord Military Boot (total 166%)

Total: 2.139.726


If you combine leader equipment with the Warlord set and the Dominant set

Dominant’s Gun, Warlord Bowie Knife, Burma Ruby Ring, Ultra-formal Tuxedo, Warlord Tactical Pant, and Warlord Military Boot (total 199%)

Total: 2.565.093


If you combine leader equipment with the Supreme set, Warlord set, and the Dominant set

Dominant’s Gun, Warlord Bowie Knife, Burma Ruby Ring, Ultra-formal Tuxedo, Supreme Trouser, and Supreme Boots (total 225%)

Total: 2.900.231


If you combine leader equipment with the Ultimate set, Warlord set, and the Dominant set

Dominant’s Gun, Warlord Bowie Knife, Burma Ruby Ring, Ultra-formal Tuxedo, Ultimate Pants, and Ultimate Boots (total 235%)

Total: 3.029.130


If you don’t want to use wounded capacity emblems, these are approximate numbers for wounded capacity.

With warlord set + regular Lv 43 set combined without gold wounded capacity emblems, you can reach around 1.187.466 wounded capacity

If you combine dominant + warlord + regular (again, without emblems) you can reach around 1.423.529 wounded capacity


Excluded from this capacity is Family Medical center.

Capo Advisors

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A quick guide through Capo Advisors.

Each Capo Advisor’s experience is independent, and each Advisor has their own method of getting experience.

Leaders can view an Advisor’s benefits at each level on their detailed page. Advisors will unlock Promotion Tasks at a certain level, which raises their level cap after completion (final level cap shown on their interface).

Any excess experience beyond the Advisor’s current level cap will be cleared.

Capo Advisors come with great buffs for Resources which is a collective name for Cargo, Cash, Arms and Metals only (no gold).

Experience can be gained by doing their individual tasks or by using Exp Items (which can be bought – obviously 😣 )

You can access Capo Advisors at your Wall.

Advisors

Industrial Advisor

  • Unlock Requirement
    • Login for 1 day
  • Experience Task
    • Industry Welfare – gain 25 EXP for every 271 resources collected in-turf.
  • Buffs:
    • Resource Gathering Speed
      • Lv. 1: 2.1%
      • Lv. 70: +150%
    • Resource Production speed
      • Lv. 1: /
      • Lv. 31: +1.5%
      • Lv. 70: +60%
    • Vault Protection Capacity
      • Lv. 1: /
      • Lv. 61: +3.000
      • Lv. 70: +30.000

Engineering Advisor

  • Unlocking Requirement
    • Login for 2 days
  • Experience Task
    • Refurbish Welfare – gain 2.3 EXP for every 100 seconds of building time passed
  • Buffs
    • Instant Construction Time
      • Lv. 1: +1 min
      • Lv. 30: +30 mins
    • Construction Speed
      • Lv. 31: +1 %
      • Lv. 70: +40 %
    • Lv.1 – Lv.29 building cost (resources)
      • Lv. 1: /
      • Lv. 31: -0.3 %
      • Lv. 60: -10 %
    • Lv.30 – E5 building cost (resources)
      • Lv. 1: /
      • Lv. 61: -1%
      • Lv. 70: -10%
    • Building Upgrade Cost (Elite Blueprints)
      • Lv. 1:/
      • Lv. 60: -1
      • Lv. 70: -10

Battle Tactic Advisor

  • Unlocking Requirement
    • Login for 3 days
  • Experience Task
    • Enlistment Welfare – gain EXP for crew recruited via training
    • T1 x 100 = 20 EXP
    • T5 x 100 = 58 EXP
    • T10 x 100 = 173 EXP
    • T11 x 100 = 380 EXP
    • T12 x 100 = 790 EXP
  • Buffs
    • Crew Training Capacity
      • Lv. 1: +29
      • Lv. 80: +2.500
    • Crew Training Speed
      • Lv. 1: /
      • Lv. 31: +0.5%
      • Lv. 70: +30%
    • T1-T10 Training Cost (resources)
      • Lv. 1: /
      • Lv. 61: -1.5%
      • Lv. 70: -15%
    • T11-T12 Training Cost (resources)
      • Lv. 1: /
      • Lv. 71: -1%
      • Lv. 80: -10%

Medical Advisor

  • Unlocking Requirement
    • Login for 4 days
  • Experience Task
    • Medical Welfare – gains EXP for crew healed via healing center
    • T1 x100 = 6 EXP
    • T5 x100 = 13.9 EXP
    • T10 x100 = 17.6 EXP
    • T11 x100 = 36.4 EXP
    • T12 x100 = 71.1 EXP
  • Buffs
    • Healing Speed
      • Lv. 1: +0.6%
      • Lv. 80: +60%
    • Wounded Capacity
      • Lv. 1: /
      • Lv. 31: +625
      • Lv. 80: +50.000
    • Healing Cost
      • Lv. 1: /
      • Lv. 61: -1%
      • Lv. 70: -20%

Edge of Eighty-Six

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Cartel Bootlegging (how to get booze)
Raw Materials (how to get Beer or Wine)

Edge of Eighty-Six is the fourth theme of Mafia City’s Season Conquest event. The entire event is split into multiple sessions, and each session lasts 43 days, which consists of a pre-season expedition plan, an official season event, and a showcase stage.

The pre-season expedition plan lasts 7 days, the official season event lasts 35 days, and the showcase stage lasts 1 day. There will be a break between each session for leaders to participate in the migration.

After entering the season map, leaders will be able to access a new map and start a new adventure.

MEERICA CITY MAP (permalink)

Leaders of 12 cities will enter the event map and appear around an expedition base in 12 different towns of the Meerica Outskirt Regions. The aim is to reach and take control of the Meerica Central Block in the center of the map.

How to get points?

  • Defeat mercenaries (2000 per day)
  • Defeat Scarlatti Squadron (20 points acquisition chances per day)
  • Participate & Dispatch Trucks in cartel bootlegging
  • Kill crew in the season map
  • Participate in the war day contest
  • Kill crews in zones
  • Scarlatti’s war drill
  • Participate in Era of Prohibition, Bar Pinball and other special events
  • Battles fought at neutral buildings give extra kill points

Season Forces & Sites

Scarletti Forces: Lackeys of the Scarletti cartel family which roams Meerica City for bootlegged alcohols and their level range between 26 and 40. They share the same acquirable reward limitation and drop rewards as the street forces.

Scarletti Squadrons: Highly trained and dangerous henchmen of the Scarletti cartel family. Defeating them will earn you a great rewards.

Season Mercenaries: Helps hired by the Scarlettis to thward Leader’s plans. Although equipped with Alpine Equipment, they share the same defeat limits and drop rewards as normal mercenaries.

Meerica City Materials

This kind of materials refers to Moonshine and Municipal Debt as a whole.

Moonshine: An essential material for researching corresponding season contracts.

Municipal Debt: An essential material for constructing clan buildings and lookout towers on meerica city. It can be gathered by leaders, but will be directly stored in the clan municipal house.

Note: Leaders will receive a corresponding number of clan municipal points that can be used to redeem items in the clan municipal house based on their contributions.

Combat Casualty Ratio (Attacker & Defender)

  • Meerica Central Block: 100% lost
  • Empty Tiles: 100% lost
  • Lookout Towers: 40% lost / 60% wounded
  • Security Bases & Neutral Buildings: 40% lost / 60% wounded
  • Material Tiles: 40% lost / 60% wounded

Combat Casualty Ratio (Attacker/Defender)

  • Turf & Clan Buildings: 100% lost / 100% wounded

Season Aid Center

Lost crew members resulting from battles with other leaders in the Meerica city battlefield will be accommodated in the season aid center. These crew members can be revived using [Regular Meerica Aid Kits] and [Advanced Meerica Aid Kits] when the Aid Center opens after the war day event and season session ends.

Every time the aid center opens, only the lost crew from after the previous aid center is opened to before the current aid center opens will be accommodated.

Teleportation & Truce Rules

Leaders must have their turfs within their region to move around the event map. Also leaders will not be able to activate any truce if their turf is not within jurisdiction of a lookout tower.

In case whereby leaders have a truce activated, and the corresponding lookout tower is destroyed, the duration of the activated truce will be directly adjusted to last for 8 hours if they are above 8 hours, while those below 8 hours will remain unchanged.

Raw Materials (permalink)

By occupying buildings or researching contracts, leaders can get the raw materials (hops, malt, grape bricks) for crafting bootleg booze, which can be collected at council hall. They stop producing once the hit the storage cap and will continue after collection (raw material factory Lv. 1 cap: 1.000, Lv. 2 cap: 1.800, Lv. 3 cap: 3.000)

Processing
Occupying buildings or researching contracts lets you process raw materials (10 hops + 10 malt = 1 beer; 10 grape bricks = 1 wine). There’s a wait time for processing and leaders cannot cancel the process during this period. Thereafter, it’s added to your bootleg booze inventory.

Processing Cap
Daily bootleg booze crafting is capped, set by city building occupation and developed contracts. After starting a processing job, you can’t reverse it. The cap is deducted once processing is tapped and resets daily.

Bootleg Booze
Sell the bootleg booze you’ve made at bootleg markets or speakeasies to get both personal and alliance funds.

Prohibition Era (permalink)

The event spans 7 days. During this period, Search Zones will refresh around 12 expedition bases and between the Lv. 1 and Lv. 2 security bases. These zones last 3 hours each and will reopen 1 hour after its previous closing. Leaders can teleport when a zone is opened, but their truce will become invalid.

Zone Opening times

01:00 – 04.00
05:00 – 08:00
09:00 – 12:00
13:00 – 16:00
17:00 – 20:00
21:00 – 24:00

Leaders who successfully defeat street forces, mercenaries, or Bootleggers within the search zones, will collect confiscated goods with specific quantities as listed below:

  • Street Forces or Mercenaries: 1
  • Bootlegger Rookies: 3
  • Bootlegger Elites: 6

Obtainable daily limit: 80

Prohibition zones

Zones are marked in red like this

Confiscated Goods Rewards

By gathering confiscated goods you can get objective rewards (such as season points and conquest coins). You can track its progress in the bar above the map.

# of confiscated
goods
Season PointsConquest Coins
501.0001.000
1001.2501.250
1501.7501.750
2002.2502.250
3002.7502.750
4003.5003.500

Bootlegger Rookie

Bootlegger Elite

Hint: To save the energy, you can do two things at once. Attack mercenaries in prohibited zones and you will get confiscated goods and a mercenary count.

Cartel Bootlegging (permalink)

Smuggling & Plundering

Unlocking vehicles
After unlocking the smuggling station, you can send ops to one to repair a truck. One ops can repair one vehicle. The higher the ops load, the faster the repair speed. Each 10k crew increases repair speed by 1 level. After completing a repair, the ops will return automatically, and the repaired vehicle can be used for transportation. Each vehicle may be sent out on 5 trips daily.

Special Crew
After an Alliance constructs a prohibition camp, the berserk raider and TACT raider will be unlocked. When sending out a truck, you will need to appoint some of these special crew members to guard the transportation. For transportation, the combat strength of TACT raiders is more than that of the Berserk Raiders.

Bootleg Booze
After unlock a station near your expedition base, get bootleg booze (bourbon, tequila, gin) by selecting a destination and sending a vehicle to transport or rob.

Smuggling Station
The smuggling station is divided into 3 levels and unlocked through chronicle chapters. The amount and type of bootleg booze are random for each trip, and the higher the station level, the more valuable the bootleg booze obtained.

Vehicle Usage
“Ferocious Tiger” can only be used to smuggle while “Sharp Blade” can be used to smuggle or rob.

Vehicle Capacity
Each vehicle has its own capacity for bootleg booze and special crew. Ferocious Tiger must have at least 380 special crew to set off and can accommodate up to 920 of them. For the Sharp Blade, you need at least 420 special crew to begin a route, with a capacity of up to 1.000. Double Time must have at least 520 special crew to set off and can hold up to 1.250 special crew. All 3 vehicles will take 60 minutes to get to a Lv. 1 smuggling station (round trip), 70 minutes for Lv. 2 and 80 minutes for Lv. 3.

Plundering
Each vehicle may bu plundered up to 3 times. Transport vehicles can only be robbed on the return trip. They will not be plundered again once the value of the transported bootleg boozes drops below 20%. Once the plundering vehicle’s destination station is selected, it will be matched with vehicles on a return trip from the same station to plunder. The amount of bootleg booze plundered is based on the difference in special crew carried by the vehicles.

Season points
You will earn the base number of season points each time you complete a smuggling or plundering route. If the amount of bootleg booze you get from smuggling or blundering is high, additional points will be awarded based on the amount of bootleg booze.
Lv. 1 smuggling station (Transportation points: 120 additional points: up to 60; Plundering points 50 additional points: up to 200).
Lv. 2 smuggling station (Transportation points: 140 additional points: up to 70; Plundering points 60 additional points: up to 230).
Lv. 3 smuggling station (Transportation points: 160 additional points: up to 80; Plundering points 70 additional points: up to 260).

Route Conditions
At the top of the station, information on arriving and departing vehicles will be available. 3 vehicles or less: free, less than 10 vehicles: normal; less than 25 vehicles: busy; More than 25 vehicles: congested. The number of vehicles is the total between plundering and smuggling vehicles.

Special Troops

Berserk Raider and TACT raiders will not be retained after season ends.

Special Content

Fortune Liquor: Lures contrabandists to the turf in 5 minutes after using it. The contrabandists provide a random material equivalent to the highest level resource site as a fee.

Invigorating Liquor: Increases the ops capacity by 20% and ops speed by 100% when attacking other leaders for the first time. This skill can be stacked and lasts 24 hours.

Brain Cleanser: Doubles mercenary/scarlatti family ops damage, their energy cost, and drop reward for 2 hours (each attack is counted 2 times).

Fruit Liquor: Reduces personal contract material cost by 30%. This skill can be stacked and lasts 24 hours.

Warrior’s Drink: After activation, increases the overkill ratio of clan members (when attacking with a 9×9 area around your turb) by 5% for 1 hour.

Overflowing Cup: Refilling on Moonshine instantly resets all other active skill CDs to zero.

Banishment: After skill activation, make the picked clan member unable to attack others or be attacked for 1 hour (this skill will cause the disbanding of any raid they participate in and send back any crew garrisoned outside.)

Early Warning Radar: For 15-mins after skill activation, have the detection level of clan members’ radar max out while rendering enemies’ stealth operation invalid can effectively counter the off-radar assault skill.

Cunning Smuggler: For 30-mins after skill activation, boost the season material gained by clan members via gathering (after returning to turf) by 25%.

Emergency Recruitment: After skill activation, remove all negative skill effects on the picked clan member and make them invulnerable to those effects for 12 hours.

High-Speed SUV: For 30-mins after skill activation boost the gathering speed and ops speed of clan members by 50%.

Total Roadblock: For 2 hours after skill activation, drastically reduce the ops speed of the picked leader turf (the latter activated skill will override the first if this skill is activated with the “territorial motion” one.)

Charge Together: For 1 hour after skill activation, boost the damage stat of any clan member within a 9×9 radius of the picked clan member’s turf by 100%.

Engineering Master: For 30 minutes after skill activation, boost the construction speed of clan lookout towers by 100% (this speed my be affected if the skill user exits the lookout tower.)

Season Map (permalink)

Seven Seas

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How to obtain personal points in the Seven Seas event

  • Defeating Mercenaries (limit: 2.000 points / day)
    • Lv. 1: 5 points
    • Lv. 2: 10 points
    • Lv. 3: 15 points
    • Lv. 4: 20 points
  • Defeating Pirate Portées (limit: 20 Portées / day)
    • Lv. 1: 10 points
    • Lv. 2: 20 points
    • Lv. 3: 30 points
    • Lv. 4: 40 points
    • Lv. 5: 50 points
  • Maritime Trades (available after chapter 1 ends)
  • Kill Ranking
    • Points from kills in SC Core Vault are doubled.
    • No points are rewarded for killing Sailor and Tactical Privateers
  • War Day Contest
  • Island Daily Kill Settlement
  • Lighthouses event
  • Island Recon Operation
  • Jet Ski Racing
  • Battles fought at neutral buildings give extra kill points

Reward for acquiring 80.000 personal points.

Trading Ports

Upon unlocking the trading ports, leaders can send ops there for Ship Repairs. After that, Maritime Trade can be unlocked at the Council Hall.

Lookout Towers

Build lookout towers to reach Security Base, Neutral Buildings and more. Once you occupy one neutral building, adjacent neutral buildings can also be occupied.

HQ Fortress

If your city occupies a neutral building that’s adjacent to the HQ Fortress, you can attack HQ Fortress, occupy it then proclaim the domain. Proclaiming a domain may take some time, but once it’s done, it will bring significant assets to your city.

Lv. 2 Security Base

Reach Security base through the lookout towers, after which the base will establish a connection with the next island’s base. When two security bases are in the same state, you can teleport your mansion to the island where the connected base resides.

In the storm islands, you can only send ops to the island where your mansion resides. You cannot send ops to other islands.

Goods

There are 4 types of goods. Textile, Artwork, Spice and Jewelry. To get these goods you have to attack in-season wandering pirates and in-season mercenaries. Goods can be gathered from first 20 NPCs.

Maritime Trades (permalink)

Trading ports unlock after first chapter ends (a day after season map opens).
Once it’s unlocked, you have to repair 3 ships by sending 3 ops to the port. It doesn’t matter how many troops you send (it’s recommended you send the fastest troop – a biker).

There are 3 different types of ships.

  • Merchant Ships
    • 60 minutes to repair it
  • Turret Ships
    • 90 minutes to repair it
  • Torpedo Ships
    • 120 minutes to repair it

Once any of your ships is repaired you unlock weapons (limit: 300 weapons at a time).

Once all your ships are repaired, you can send them to other ports where you can trade various goods.

Each island offers different goods for different prices. The price of goods on each island will change every 6 hours, and any ships dispatched before the change will trade according to the price when they began their trip.

When you select what island you want to go to, you will be asked whether you want to ship or pillage. For shipping you can use the merchant or turret ship, and for pillage you can use turret or torpedo ship.

Shipping

For shipping you have to add goods and weapons to the ship. Add maximum number of weapons to minimize the loss of goods if plundered.

IslandPersonal Points Gained
Small Island120 base points
*60 extra points
Average Island140 base points
*70 extra points
Advanced Island160 base points
*80 extra points
* extra points depend on how many coins you lose during the trip. If you don’t lose any, you get whole extra amount.

Pillaging

For pillaging you can only select number of weapons. It’s recommended to use maximum number of weapons if plundered.

IslandPersonal Points Gained
Small Island50 base points
*200 extra points
Average Island60 base points
*230 extra points
Advanced Island70 base points
*260 extra points
* extra points depend on how many coins you plunder during the trip. The more coins you plunder, the more extra points you get.

Plundering

The ratio of pirate coins acquired is based on the difference in the number of weapons on each ship. Each ship can be plundered up to 3 times. Transportation ships can only be plundered on the return course of a trip. If a ship on its return course has less than 20% of its pirate coin capacity, it will not be plundered again.

If you send your ships to plunder, they will look for other ships for 60/70/80 minutes. At the end they will bring some coins, depending on number of ships they will find, and you will also lose the weapons in the process.

Trip Time

For all 3 ships, complete trips to a Small Trading Port will take 60 minutes, trips to Average Trading Port will take 70 minutes, and trips to an Advanced Trading Port will take 80 minutes.

Fighting while travelling

If your ships gets attacked while shipping goods, you will fight them and both sides will lose some weapons and pirate coins.

Producing Weapons

When the amount of weapons owned is less than maximum capacity, weapons will automatically be produced: 1 weapon / minute, until it reaches maximum capacity again (300 weapons).

Pirate Coins

Pirate coins can be used in a pirate store.

ItemPrice [pirate coins]
10x Silver SC Card800
1x 10.000 Rum4.000
1x 50.000 Rum20.000
1x 150.000 Rum60.000
1x 500.000 Rum200.000
1x 10.000 Tobacco4.000
1x 50.000 Tobacco20.000
1x 150.000 Tobacco60.000
1x 500.000 Tobacco200.000
1x 100 Mastery EXP25.000
100x Medallion Certificate500
1x Single Quality
Medallion Chest
25.000
1x Single Quality
Medallion Chest II
50.000
1x Single Quality
Medallion Chest III
150.000
1x 1.500.000 Cargo6.250
1x 1.500.000 Cash6.250
1x 250.000 Arms6.250
1x 62.500 Metal6.250
1x 500.000 Cargo2.500
1x 500.000 Cash2.500
1x 80.000 Arms2.500
1x 20.000 Metal2.500
1x 8-Hr common speedup4.875
1x 1-Hr common speedup750
1x 5-min common speedup80
1x Lv. 2 Resource Supply Gift75

Maximum Capacity

ShipGoodsWeapons
Merchant Ship10-2040-110
Turret Ship5-1550-120
Torpedo Ship60-150

Island Recon Operation (perma link)

Drag a radar drop it on the squares and watch where the dot on the radar is. This tells you where the treasure is located relative to where you dropped the radar.

Lighthouse Event (permalink)

Three types of lighthouses

  • Harvest Lighthouse
  • Rally Lighthouse
  • Combat Lighthouse

Repairing the lighthouses will bring powerful buffs and blessing to your city. Each lighthouse has its own effect.

Leaders need to send their Ops to repair lighthouses, and by repairing they will produce durability. Lighthouses are upgradeable if the city’s durability meets the required conditions. However, the lighthouses are old and will wear out over time. The wear will reduce the lighthouse’s durability, and if city leaders want to keep the lighthouse buffs, they will need to maintain and repair the lighthouses.

Providing durability to lighthouses give silver SC cards (Lighthouse tasks).

LighthouseEffectWear Rate
Harvest LighthouseMaterial Development18.000 / hour
Rally LighthouseCrew Training18.000 / hour
Combat LighthouseBattle Advantages18.000 / hour

The lighthouses have 10 levels. First two levels offer no effects. Levels 3-7 offer active buffs, and levels 8-10 provide blessed skills to city leaders.

LevelHarvestRallyCombat
1
2
3+4%
gathering
speed
+2%
training
speed
+2%
crew
attack
4+8%
gathering
speed
+4%
training
speed
+4%
crew
attack
5+12%
gathering
speed
+6%
training
speed
+6%
crew
attack
6+16%
gathering
speed
+8%
training
speed
+8%
crew
attack
7+20%
gathering
speed
+10%
training
speed
+10%
crew
attack
8Harvest Blessing
Level 1
Rally Blessing
Level 1
Combat Blessing
Level 1
9Harvest Blessing
Level 2
Rally Blessing
Level 2
Combat Blessing
Level 2
10Harvest Blessing
Level 3
Rally Blessing
Level 3
Combat Blessing
Level 3

Blessings

  • Harvest Lighthouse Blessing benefits
    • The harvest Lighthouse surrounding area becomes a high-level material belt. (The higher the benefit level, the higher the probability of high-level material tiles).
  • Rally Lighthouse Blessing benefits
    • Rally lighthouse can recruit sailor privateers
  • Combat Lighthouse Blessing benefits
    • Combat lighthouse skill allows you to increase revival during battles.

Maintenance Stones

  • Maintenance stones can increase the lighthouse’s durability by 10.000.
  • When leaders need to use maintenance stones, they can send their ops to selected lighthouses with maintenance stones, and the durability will increase.
  • Maintenance stones are only obtainable in [Storm Islands] City Contest.

Eye of the Storm (permalink)

  • Event Intro
    • During the season, there will be 4 rounds of events. Each round lasts 7 days, divided into the warmup phase (1 day), registration phase (2 days), registry result phase (1 day), scramble phase (1 day), and showcase phase (1 day).
      • Warm-up phase
        • Lasts one day. Leaders can prepare for the impending battle and learn about the amazing rewards available.
      • Registration phase
        • Lasts 2 days. The Mayor or City Officials can register to participate in the selected Storm Sites’ Scramble. The registration time and location can be modified throughout this Phase. Up to 4 Cities can register for each Storm Site. Early registration is recommended. Leaders can only select 1 Storm Site during the registration phase of each round. The system will automatically select a Storm Site for Cities that fail to register during the registration phase.
      • Registration result phase
        • Lasts 1 day. Leaders can view their City’s final registration location and time, as well as the location of the Storm Site against the corresponding City Protection Area.
      • Scramble phase
        • Lasts 1 day and starts concurrently with War Day. Each Storm Site will be open to Scramble for 5 hours. Cities will only be considered to have successfully Occupied a Shipwreck when they manage to Occupy it for 2 hours, and the Storm Site will also be closed for Scramble. When the City successfully occupies the Shipwreck, the City Leaders who participated in the Storm Site Scramble this round will receive a reward. The City will also receive the occupation points corresponding to the Storm Site, which will be used to settle the City’s Objective Points at the end of the 4 rounds. If no City Occupied it for 2 hours, then the City with the longest occupation time in that storm site will be considered to have successfully occupied it. If no one participated in occupying the shipwreck then it will be deemed to be a neutral occupation.
      • Showcase phase
        • Lasts 2 days. Leaders can see the final results of the Scramble and the City Points earned for Occupying the Storm Site
  • Event Tasks
    • Tasks can only be completed by going to the corresponding registered Storm Site when the scramble period begins.
    • The tasks will be reset each time the event starts a new round.
  • Storm Sites
    • During each Scramble Phase, Leaders can obtain I free Teleport chance to the Storm Site they registered for. At the Storm Site, Leaders can participate in the Scramble without building a Lookout Tower. Once the Scramble is complete, Leaders at the Storm Site will be sent to their respective City’s Expedition Base.
    • At the Storm Site, Leaders who kill enemies will obtain additional War Day Contest Points.
    • Leaders can only participate in the Scramble by entering the Storm Site. There will be no communication between those in and out of the Storm Site.
    • Storm Sites have 4 corresponding City Protection Areas, which will protect Turfs from the attacks of other City Leaders. Other Leaders will also be unable to Teleport their Turf to a City Protection Area that does not correspond to them. Outside of Protection Areas, Leaders will be unable to use a Truce.
    • Different Storm Sites have different rewards, and successfully occupying them will also give different amounts of city points. The strength of storm site defenders will increase along with storm site occupation points.
  • Pirate Coves
    • The pirate cove will be in a new location with every scramble phase.
    • When the shipwreck has enemy forces, the pirate cove will send out pirate ops at set intervals to attack the wreckage.
    • The The pirate cove can be attacked. The city that successfully attacks the pirate cove will occupy it. It will periodically help the city attack enemy factions in the shipwreck.
    • After the pirate cove is occupied by a city, if there are no garrisoned crew members for 15 minutes, the cove will rebel and recover its neutral status and defending forces.
  • Event Rewards
    • Task reward: Obtain rewards after completing certain tasks during the scramble phase.
    • Occupation reward: when your city successfully occupies a storm site shipwreck building, leaders who participated in the round’s scramble will receive an occupation reward.
    • City points reward: City points will be calculated after 4 rounds of the event. During the 4 rounds, cities will receive points for occupying storm sites. Rewards will be sent based on the total score after the 4 rounds are completed.

Location of the event

Buildings that provide City Points (permalink)

Listed buildings are located in these areas.

  • Regular Moturiti Base Fortress – 5 city points per minute
  • Regular Moturiti Shipwreck – 5 city points per minute
  • Regular Moturiti Pirate League – 5 city points per minute
  • Advanced Tangaloo Base Fortress – 5 city points per minute
  • Advanced Tangaloo Shipwreck – 5 city points per minute

Special Skills (permalink)

Off-Radar Assault

After activation, increases crew damage by 50%, and prevents next solo attack from appearing on the target’s radar, with ops trail only visible to you.

Dying Revenge

After activation, enter a Death Keeper state, where for 30 minutes, the souls of all your lost crew will be collected to form a team at the end of this state. This team can be used to initiate one solo attack on an enemy turf.

Hostile Treasury

After activation, locate a nearby rival mercenary (reaches your turf in 5 minutes) that will give random season materials equivalent to the highest-leveled resource tile if fended off.

Long Shot

After activation, get a +100% gathering, crew training or healing speed buff lasting 1 hour, or a -20% cost buff on your next researched island contract (these buffs only take effect in seven seas.)

Two-Edged Returns

Doubles mercenary/wandering pirate ops damage, their energy cost, and drop reward for 2 hours (each attack is counted 2 times).

Territorial Motion

After activation, the max travel time of all ops within the range of lookout towers will be 5 minutes for 30 minutes (if activated with “total roadblock” skill, the latter activated one will override the first.)

Overkill Spree

After activation, increases overkill ratio of your clan member, when attacking with a 9×9 area around your turf by 5% for 1 hour.

Early Warning Radar

For 15 minutes after skill activation, have the detection level of clan members’ radar max out while rendering enemies’ stealth operation invalid and can effectively counter off the off-radar assault skill.

Banishment

After skill activation, make the picked clan member unable to attack others or be attacked for 1 hour (this skill will cause the disbanding of any raid they participate in and send back any crew garrisoned outside.)

Siege Team

For 5 minutes after skill activation, the clan members’ attack on defenders of lookout towers and neutral buildings will ignore 25% of their defense and lower their own crew’s defense by 25%

Cunning Smuggler

For 30 minutes after skill activation, boost the season material gained by clan members via gathering (after returning to turf) by 25%.

High-Speed SUV

For 30-mins after skill activation boost the gathering speed and ops speed of clan members by 50%.

Engineering Master

For 30 minutes after skill activation, boost the construction speed of clan lookout towers by 100% (this speed my be affected if the skill user exits the lookout tower.)

Artillery Suppression

After skill activation, deal damage to 10% of the crew garrisoned in the picked enemy lookout tower (its region must be connected to your faction) after a 5-min countdown.

Total Roadblock

For 2 hours after skill activation, drastically reduce the ops speed of the picked leader turf (the latter activated skill will override the first if this skill is activated with the “territorial motion” one.)

Mega Bomb

For 30 minutes after skill activation, the clan members’ next single attack victory on an enemy turf will force its current location and restricted from returning there or its surrounding 9×9 area for 24 hours.

Charge Together

For 1 hour after skill activation, boost the damage stat of any clan member within a 9×9 radius of the picked clan member’s turf by 100%.

Emergency Recruitment

After skill activation, remove all negative skill effects on the picked clan member and make them invulnerable to those effects for 12 hours.

Assault Medic Aid

For 1 hour after skill activation boost the overkill ratio of any clan member within 9×9 radius of the picked clan member’s turf by 5%.

Weather Conditions

For more info about seven seas weather conditions, click here.

Events in a City 603

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Approximate dates of events in #603.

EventDate #1Date #2
Valuable CratesApril 3rd
Vicious LarcenyApril 2nd
3-vs-3April 4th
MafiapolyApril 10th
Armored TruckApril 8th
Jewelry BonusApril 10th
Hyper ExpJune 2nd
Rapid Family Dev.April 21st
Warfare ExpansionMay 5th

Hitman contracts

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<- Go to Stats Increase

Start saving Hitman coins so you can unlock 3rd and 4th emblem slots for leader equipment and Godfather collection items. It costs around 200k hitman coins to unlock 3rd and 4th emblem slots for Godfather collection items alone (if not more). 

You can earn hitman coins by defeating mercenaries, with Hitman Hotels, Hitman Resort, and by doing daily projects (Hitman Market task).

Short description of what Hitman Agency offers you

CategoryEffect
Combat ServicesMostly improves defense, but also improves health,
attack, speed, damage, and load
Development ServicesOptimizes(*) hitman contracts, investments, construction, and vigilante training room improvements
Construction ServicesOptimizes construction for buildings Lv 23-29
Training ServicesIncreases training capacity and optimizes training
of Bulkers, Bikers, and Shooters.
Adv. Combat ServicesImproves troops’ defense, health, attack, and
speed. It also increases crime ops capacity, improves the stats of vehicle armament parts and increases family medical center capacity.
Equipment ServicesOptimizes gem-making process, improves
leader equipment attributes, improves emblem
attributes, unlocks 3rd and 4th emblem slots, and
improves Vigilante equipment stats.

(*) – Optimization means it reduces costs and improves speed (faster development, faster building …)

Street forces, Mercenaries and Gunmen

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Daily Attack Limit

NPCDaily Limit
Street forces* 200+200
Mercenaries200
Vicious Gunmen10
* The first 200 street forces give normal rewards, and the second 200 give smaller rewards.

* Quick summary if you complete 200 street forces, 200 mercenaries, and 10 gunmen.
Total family reputation gained: 422.180
Total family points gained: 108.600

These numbers are most definitely above your cap. So if you want to optimize energy/family reputation & points, try something like this.


* Complete 80 street forces, 200 mercenaries, and 10 gunmen.

Total family reputation gained: 253.580
Total family points gained: 61.140

* considering you do street forces Lv. 32-35 and mercenaries Lv. 1-4 and Extreme Gunmen.

Rewards Comparison

RewardsStreet Forces Mercenaries Vicious Gunmen
Family
Reputation
1938
Lv. 40
900
Lv. 4
4118
Extreme
Family
Points
507
Lv. 40
240
Lv. 4
470
Extreme
Tactical
Store
Points
Blueprint
Frags
Substance Z
Elite
Blueprints
Normal
Roadster
Points
Dirty
Money
1.000 VIP
points item
Hitman
Coins
Special
Stones
Lower Level
Street Forces
Individual
Mercenaries
Drop
Probability
1-hr VIPLv. 1-3
WineLv. 10-12
BondsLv. 13-15
25% crime
ops acceleration
Lv. 19-23
100k Leader ExpReaper5%
avg. 1pcs/drop
Elite BlueprintsVarian G.I.16%
avg. 1pcs/drop
Substance ZHaunter100%
avg. 5.5pcs/drop
Elite BlueprintsHaunter16%
avg. 1pcs/drop
Hitman CoinHaunter100%
avg. 2.5pcs/drop
Rare Armament
Raffle
Haunter5%
avg. 1pcs/drop
Legacy CoinCulprit100%
avg. 12pcs/drop
Elite BlueprintsCulprit7%
avg. 1pcs/drop
Silver IngotWhite Shark
TopazThe Shredder
MorganiteGhost
Black JadeVenom
Birdy MH-1
Fragment
Skeleton1%
avg. 1pcs/drop
Purple Helicopter
Gear Box
Skeleton1-2%
avg. 1pcs/drop
Gold Helicopter
Fragment
Skeleton Lv. 40.05%
avg. 1pcs/drop
Helicopter
Ingenuity Chip
Skeleton100%
Helicopter General
Supplies
Skeleton
Lv. 3 – Lv. 4
40%
avg. 1pcs/drop

Are you wondering what NPCs to attack?

Need Substance-Z?

  • If you are non-payer and you’re low on substance-z, then go with gunmen instead of street forces.

Need Family Reputation/Points?

  • If you want to gain family reputation and points as fast as possible, go with street forces instead of gunmen. Street forces have the best family reputation&points per energy ratio.
  • You can get family reputation and points faster if you use Blue Devil car. It requires double the energy, but also doubles the reward.

When to attack mercenaries?

  • Always. Try to get as many mercenary kills per day as you can. They will provide you with a lot of resources, tactical store points and more.
  • Thursdays and Fridays are “mercenary days” – Battle Carnival. More mercenaries on the map and double the rewards, so try no to miss those
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