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New guide9 Kings

9 Kings: a beginner's guide, a gold and Vaults guide, and five builds updated

Two new 9 Kings guides, first runs and gold, plus corrections from the game's code: the Hourglass's own speed cap, what really feeds the Ghost Pagoda, and two perk numbers that showed as 0%.

Two new guides

The beginner's guide answers the questions new players hit first: what to do when every plot is full, what gold is for, why finishing a bad run still pays, and the card rules the text leaves out. Difficulties, for one, are shared between kings, and "towers" in perk text means every building except the base.

The gold and Vaults guide explains why a Vault earns its plot for any king. It levels itself, and at level 3 it pays 9 gold a year, as much again as your base income. It also covers taking Vaults past level 3 with Speculation, Earthworks and Chaos Earthworks.

Corrections

The Hourglass has a speed cap of its own: 10 hits a second, not the 49 other towers stop at. Camp Hourglass, the multiplayer guide and the caps guide now say so. The caps guide also explains that a plot's number keeps climbing past 100,000,000, because the cap is applied in battle.

The Ghost Pagoda summons 9 Ghosts per level plus every troop you have lost for good, through Sacrifice, Offering or the Mangler. Troops that die in battle add none. The build now lists Sacrifice and Offering for that reason.

Manipulative showed 0% on the Perks & Decrees page; it is -5% enemy attack speed. Shuffle showed 0%; it is +99% to all stats. Oblation and Chaos Oblation now have their text, and Mantra, a Rainbow enchantment that Magic Bricks can hand out, is on the cards page.

Builds

Mercenary Bank gains Earthworks and Chaos Earthworks for its Vaults, Bomber Altars gains Regression, which lets an Altar at its cap keep adding demons, and Migration Swarm gains the Pillage decree, which applies each Migration's +10% twice.

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