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Training Camp

The Training Camp (abbreviated in fandom as TC) is a building that serves as the primary free-to-play method of gaining heroes. You spend food and recruits, along with ascension materials (for most levels), and after some time gain a hero of a particular rarity or element.

Training camps do not have ability to produce typically more powerful Hero of the Month grade heroes.

Noteworthy Training Camp Levels[]

  • TC2: A quick (30 minute) training that rewards a 1* or 2* hero, primary use for Adventurer's Kit.
  • TC4: The first level that does not require anything other than food, recruits, and time.
  • TC11: Even lower food and recruit requirements than TC4, with greater reward.
  • TC12: First guaranteed training of 3* heroes.
  • TC13: Guaranteed training of 3* heroes and potential to receive 4* heroes (5% chance).
  • TC19: Quick, food-expensive way to create 1* heroes for leveling; requires Rugged Clothes.
  • TC20: Only training that can potentially reward a 5* hero.  Tests in December, 2018 showed draws in the region of 75% for 3* heroes, 20% for 4*, and 5% for 5* heroes. Forum posts from 2019 indicate a lower rate of production of higher quality heroes.

Also of interest:

Common Practices[]

  1. Once attaining TC11 it is common to invest extra recruits into training as a way of banking them, allowing for their temporary storage rather than being solely dependent on Houses. (The food costs are negligible, surplus food is better banked through TC10.) Later, more expensive training (such as TC13 or TC20) may deplete housed recruit pool, so the recruits placed into TC11 can be withdrawn.
  2. While building your Base it is recommended to bring all Training Camps to TC11 ASAP, with at least one going up to TC13. This allows to cheaply train heroes for use in leveling, and to build up a good pool of 3* with the chance to obtain a few 4* before you're done building everything out. (Coppersky advises pay-to-play players willing to use expensive Summons for top-level heroes not to push onward to TC20 but concentrate on Forges.)
  3. To have enough on-hand iron to build Stronghold 20 (1,969k), and in turn TC20 (only 1,641k), it is necessary to upgrade all five Iron Storages to level 18 (5x 392k = 1960k, + 10k capacity of the Stronghold; another but less effective combination would require at least three level 19s.

Training Camp Costs and Rewards*[]

While the training is pretty straightforward, it should be noted that research must only be completed in one Training Camp for all camps to be able to take advantage of it (assuming they are of appropriate level).

The levels yielding a mix of 1* and 2* heroes are generally assumed to have equal 50% share of both.

Hero Training
TC
Lvl
Name
(in-game)
Training Costs Time Rarity Food /hour Food/
recruit
1 Common 1,600 food, 5 recruits,
1 practice sword
10m 1* only 9,600 320
2 Uncommon 2,000 food, 5 recruits,
1 adventurer's kit
30m 1* or 2* 4,000 400
3 Fast 5000 food, 5 recruits,
1 practice sword
2m 1* only 150k 1,000
4 Low Cost 1500 food, 4 recruits 3h 1* or 2* 500 375
5 Fire 8,500 food, 5 recruits,
1 practice sword,
1 adventurer's kit
1h 1* or 2* 8,500 1,700
6 Ice 1h 1* or 2*
7 Nature 1h 1* or 2*
8 Dark 1h 1* or 2*
9 Holy 1h 1* or 2*
10 Advanced 105,000 food,
25 recruits,
1 rugged clothes,
1 training manual
1d 1*, 2* or 3* 4,375 4,200
11 Extra Low Cost 1,000 food, 2 recruits 2h 1* or 2* 500 500
12 Guaranteed
Rare
164,000 food, 45 recruits,
1 rugged clothes,
1 training manual
2d 3* only ~3,417 ~3,644
13 Elite 265,000 food,
70 recruits,
1 wooden shield,
1 leather armor
2d 3* or 4* (5%?) ~5,521 ~3,786
14 Advanced Fire

105,000 food,
25 recruits,
1 training manual

1d 1*, 2* or 3* 4,375 4,200
15 Advanced Ice 1d
16 Advanced Nature 1d
17 Advanced Dark 1d
18 Advanced Holy 1d
19 Extra Fast 5,500 food, 2 recruits,
1 rugged clothes
1m 1* only 330k 2,750
20 Legendary 297,000 food,
100 recruits,
1 sharpening stone
2d 3*, 4* (20%) or 5* (5%) 6,187.5 2,970


Upgrade and Research Costs
TC Level Upgrade Cost Upgr. Time Iron/hr Research Food Res. Time
2 4,100 iron 1m 246,000 6,700 15m
3 10,200 iron 5m 122,400 9,500 15m
4 22,000 iron 30m 44,000 21,000 15m
5 39,200 iron 1hr 15m 31,360 36,700 4h
6 63k iron 2h 30m 25,200 57,900 4h
7 94,500 iron 4h 20m ~21,808 85,300 4h
8 135k iron 6h 45m 20,000 119k 4h
9 190k iron 9h 45m ~19,487 166k 4h
10 251k iron 13h 30m ~18,593 215k 8h
11 323k iron 17h 55m ~18,028 273k 1d
12 408k iron 23h 10m ~17,612 339k 1d
13 516k iron 1d 5h ~7,938 443k 8h
14 627k iron 1d 12h ~8,708 509k 1d
15 753k iron 1d 20h ~9,412 603k 1d
16 894k iron 2d 4h ~7,210 708k 1d
17 1,050k iron 2d 14h ~7,806 822k 1d
18 1,242k iron 3d 6,900 945k 1d
19 1,433k iron 3d 12h ~7,464 1,077k 8h
20 1,641k iron 4d ~6,837 1,313k 7d

The sum of all upgrading times is 22 days 6 hours 46 minutes 10 seconds, though getting near that in practice would require having sufficiently developed other buildings so as not to wait for their upgrades, not to mention Mines production.

Special thanks to the excellent work done on Coppersky's Compendium (forum thread) and the Empires and Puzzles RPG Wiki for many of the figures.

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