Thronefall

Thronefall

Thronefall

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经济管理的一些小建议和想法 通用技巧 1. 这对几乎所有即时战略游戏都适用,但我还是提一下: 【前期游戏应尽可能专注于经济发展,同时在保证安全的前提下,防御设施越少越好】 【一旦进入游戏后期(还剩4-2回合),就不应再进行任何经济升级,而应专注于提升防御】 这意味着如果仅依靠你的角色就能击败前期几波敌人,那就这么做。 有时在游戏初期,防御塔甚至一小队近战/远程防御单位是必要的,所以你需要找到适合自己的策略。 (在大型地图上,由于敌人会从多个方向进攻,防御单位会变得非常有价值) 2.根据我观察,部分敌人(尤其是那些直接冲向你城堡的敌人)可以通过只封锁地图的特定区域并留下其他区域开放,来引导它们进入特定路线——你可以利用这种行为。 3. 你的角色可以通过攻击敌人来吸引它们的注意力,但如果你走得太远就会失去仇恨。你可以利用这一点来风筝敌人绕圈——最好是在一些塔楼或远程防御者前面。如果操作正确,你应该能够做到完全不被击中。(这也可以用来将一部分敌人引向原本射程之外的其他防御设施。) 4.如果你的移动防御单位数量处于劣势,你应该让它们(按住Ctrl键)在墙壁或其他障碍物后坚守阵地,尤其是当你的技能/武器等选择会阻止它们再次生成时——这对远程单位来说比近战单位重要得多。 以上就是大部分通用技巧,游戏中还有更多细节,因为根据你使用的技能/武器不同,你可以采取非常具体的不同策略——这正是这款游戏的魅力所在。 具体技巧 1.在弗罗斯特湖地图,最好能在第二波攻击前于西侧建造矿场(需要建筑师技能),这能让你更快发展经济。之后你可以专注于提升渔业收入(你可能需要考虑不要升级那些无法持续存活的渔船,因为船只建造需要时间积累)。目前我想不到其他特别有用的技巧了——游戏中有非常强力的武器和技能组合,但最好还是自己去探索发现。

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All descriptions of weapons, perks, mutator and constructions 📁VERSION 1.21 🔵WEAPONS Dow & Dagger PASSIVE: Fast ranged attack. Strong against most units but not very effective when attacking siege engines. ACTIVE: Stab a nearby enemy with your dagger and deal massive damage. The lower the health of your victim as you attack, the lower the cooldown of the ability will be. Light Spear PASSIVE: Rapid melee attack. Deals bonus damage against all fast moving enemy types and slows them down for a couple of seconds. Effective against fast enemies. ACTIVE: Heal yourself and significantly increase your attack speed for a brief moment. If you activate the ability while being below 30% of your max health the effect lasts longer. Heavy Sword PASSIVE: Slow melee attack. Deals splash damage. Strong against groups of enemies. ACTIVE: Big strike with a larger radius, dealing more damage. Lightning Staff PASSIVE: Shoots a lightning bolt at all enemies in range. Enemies in close proximity to eachother can nor all be hit at once. That means the more spread out your enemies are, the more enemies you can hit at once. ACTIVE: A powerful lighening errupes from your current position after a short delay and deals massive splash damage in a small radius. 🟢PERKS Royal Mint Your castle center produces 1, 2 or 3 additional gold per day depending on its level and you start the game with +1 gold. Arcane Towers All of your towers have +33% range and their projectiles deal +33% more damage to enemies. Heavy Armor You have a massive +350% more healch but your horse is -20% slower at night. Castle Fortifications Your castle center has +150% health, The interval between its attacks is reduced by -67% and it's attack range increased by +50%. Ring of Resurrection The first time you die each night, you are revived immediately and all of your dead units are revived with you.Commander Mode All of your units and buildings deal +45% more damage to enemies but your own damage is -60% less effective. Architect's Council The build options from the next castle center upgrade are already unlocked. This means you have more building options to choose from early in the game. Warrior Mode The weapon you have equipped becomes more powerful every night all the way up to +160% but all of your units and buildings deal -40% less damage right from the beginning. Castle Blueprints Walls and towers have +100% more health. Gladiator School Units are trained +75% faster but every barracks and each of their upgrades cost +1 gold. War Horse Your horse is +20% faster and riding over enemies deals 2.5 damage. This damage increases in correlation to all of your other in- game weapon upgrades like certain cascle center upgrades. Glass Cannon You deal +100% more damage but you have -80% health. Big Harbours Harbours have capacity for 2 additional fishing boats, have +100% more health and spawn with one boat on the water. Elite Warriors All of your units have +100% health but their training speed at night is reduced by -60%. Archery Skills All your archers have +60% more range and their movement speed is increased by +20%. Faster Research Blacksmith upgrades start with 1 day of progress already complete, so all upgrades finish much faster. All blacksmith upgrades cost -1 gold. Fortified Houses Houses have +250% more health and level 2 houses shoot arrows at enemies dealing 8 damage to enemies nearby every 1.66 seconds. Pumptin Fields Fields give +1 additional gold per day and have +900% more health but they cost +2 more gold to build. Healing Spirits All healing effects on you and your units are +65% more effective. Ice Magic Slow effects on enemies last +200% longer and slowed enemies move -30% slower. Melee Resistence You, your units and all of your buildings start the game with +35% resistence against melee attacks.Power Tower The tower you are closest to gets a significant attack speed boost of +233%. Ranged Resistence You, your units and all of your buildings start the game with +35% resistence against ranged attacks. Treasure Hunter You get +50 extra gold on the morning before the last night. Indestructible Mines Your mines are indestructible. Gods Lotion You regenerate health +120% faster and the delay before your health regenerations kicks in is reduced by -50%. Melee Damage You, your units and all of your buildings start the game with +25% melee damage Anti-Air Telescope Flying enemies spawn with -25% health and deal -25% damage. Health Potíons All of your units heal themselves by 4% each second. Ranged Damage You, your unirs and all of your buildings start the game with +25% ranged damage. Stronger Heroes Your hero units from the hero's quarter have +40% more health and are +40% stronger. 🔴MUTATORS Pray to the War Gods Enemies have -20% health and deal -20% damage but you get -40% less points and XP if you win. (Warning: Quests with specific loadout requirements can not be completed while this muator is enabled.) Challenge the Turtle God Enemies have +75% more health but you get +40% more points and XP if you win. Challenge the Tiger God Enemies deal +75% damage but you get +20% more points and XP if you win. Challenge the Snafe God Enemies drop -50% gold but you get +30% more points and XP if you win. Challenge the Falcon God Enemies are +75% faster and chase you for -60% shorter when you atrack them but you get +20% more points and XP if you win. Challenge the God of Destruction Buildings only heal +25% of their health points every morning. Destroyed buildings take an additional day to get repaired but you get +20% more points and XP if you win. Challenge the Wasp God In the first 3 nights there will be +100% more enemies that spawn +25% faster, but you get +20% more points and XP if you win. Challenge the God of Death Allied units are no longer revived at night and your own revive time is increased by +100%, but you get +20% more score and XP if you win. No Walls Pact You can´t build any walls, but you get +10% more points and XP if you win. Challenge the Phoenix God Enemy units regenerate 8% of their health every second, but you get +30% more points and XP if you win No Towers Pact You can't build any towers, bur you get +20% more points and XP if you win. No Units Pact You can't build any units, but you get +40% more points and XP if you win. 🏗️CONSTRUCTIONS Build Hero's Quarter: Choose a powerful hero unit to support you in battle.Upgrade GOLEM Very sturdy unit that deals both splash damage as well as plenty of single target damage. Perfect for your frontline when supported by other units. Upgrade SUPPORT MAGE Heals you and allied units in range and absorbs magical projectiles in a wide radius. Upgrade FIREWING A flying unit that deals splash damage to ground and airborne enemies.Upgrade LIZZARD RIDER Fast archer unit that focusses on important rargers like low health enemies, flying monsters or enemy support units. Additionally the lizzard can perform a melee atrack.Build Archery Range: Choose a ranged unit type.Upgrade LONGBOW ARCHERS Longbows have a very large range but are quite fragile. Grear pick if you manage to keep them at a safe distance.Upgrade CROSSBOWMEN Crossbowmen have a low range bur high damage output. They are armored against ranged atracks. Bonus damage against ranged units. Less effective against flying units.Upgrade HUNTERS Hunters are fast and effective against monsters.They have decent self defense capeabilities in melee combat but are vulnerable against ranged units.Upgrade FIRE ARCHERS Fire Archers deal splash damage around their atrack target and cause bonus damage against siege engines.Build Barracks: Choose a melee unit type.Upgrade KNIGHTS Knights are versatile warriorsmwho are well armored againstmranged attacks.Upgrade SPEARMEN Spearmen are fast and strong units. They do extra damage against fast enemies and slow them down. Not a great pick against ranged units.Upgrade FLAILS Flails can simultaneously attack all enemies in a circle around them.Upgrade BERSERKS Berserks target siege units and other high health targets. They will not hesirate to sacrifice their lives for you.Build Mill: Unlocks the option to build fields to increase income.Upgrade IMPROVED PLOW Every future upgrade of this mill will increase its income even more. (+1 / Upgrade) Upgrade EXPLOSIVE TRAP The mill explodes when destroyed dealing massive damage around itself The damage and radius increase every time you upgrade this mill.Upgrade SCARECROWS Every field belonging to this mill receives a free scarecrow. Scarecrows have a strong anti-air attack.Upgrade WIND SPIRITS Wind spirits magically intercept a portion of enemy arrows in the tange of the mill. The higher the level of this mill, the more arrows are blocked. Additionally this mill and all of its field take reduced damage from ranged attacks.Upgrade Defense Tower: Choose the final form of this tower.Upgrade FORTRESS TOWER This tower becomes an armored fortress that can shoot two enemies at once. It will not go down easily.Upgrade BALLISTA This tower has an increased range. It shoots very powerful projectiles at a low rate of fire. Focuses siege engines and other large Enemies.Upgrade HOT OIL While shooting regular arrows this tower also pours boiling oil onto nearby enemies. Enemies hit by oil suffer great damage.Upgrade SUPPORT TOWER This tower no longer shoots ar enemies. Instead it shoots healing orbs at you and your units.Castle Lv1Upgrade ROYAL TRAINING + 75% HP for your character + 75% Atrack damage output for your characterUpgrade BUILDER'S GUILD + Every evening a level 1 house is automatically upgraded to a level 2 house (if available) + 50% HP for your characterUpgrade MAGIC ARMOR + Enemies that deal damage to you take a part of that damage themselves + 150% HP for your characterUpgrade ASSASSIN'S TRAINING + 100% Attack damage output for your character + If you manage to use your actitve ability just as thecooldown wears off, the next cooldown is cut in halfCastle Lv2Upgrade ROYAL MASTERY + 75% HP for your character + 75% Atrack damage output for your characterUpgrade COMMANDER + Units move 60% faster while you command them + Units can atrack while you command them + 30% Attack damage for your characterUpgrade CASTLE-UP + The upgrade costs of walls and towers get reduced by 1 every might (they will never be lower than 1, initial build costs are umaffecred)Upgrade GODLY CURSE + If you lock in a target, that target receives 50% more damage from all sources. + 75% HP for your character 💖MY OTHER GUIDES THIS GAME:💖 https://steamcommunity.com/sharedfiles/filedetails/?id=3035804912 💖ALL GUIDES:💖 https://steamcommunity.com/profiles/76561199509358875/myworkshopfiles/?section=guides 💖💖💖 I have a little cat here. Friends who are passing by can show their affection by giving a like or an award.         __       />  フ       |  _  _ l       /` ミ_xノ      /      |     /  ヽ   ノ     │  | | |  / ̄|   | | |  | ( ̄ヽ__ヽ_)__)  二つ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

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你是否厌倦了《王座陨落》恼人的难度?是否想获得所有成就以享受成就感,但对通过正当途径获取它们并不十分在意?或者你想通过拥有无人能及的高分在朋友面前炫耀一番? 如果是这样,本指南适合你! 修改存档 正常开始游戏并完成第一波敌人。 完成第一波后,记下你拥有的金钱数量,然后退出游戏。 前往你的本地用户游戏文件。 如果你使用Windows系统,路径大致为用户->AppData->LocalLow->Grizzly Games->Thronefall。如果你看不到AppData文件夹,请确保已勾选“查看”选项卡中的“显示隐藏的项目”复选框。找到你刚刚游玩的地图对应的JSON文件,例如“Frostsee.json”。像处理存档文件时通常做的那样,建议先复制一份该文件以防万一。 用你喜欢的文本编辑器打开该文件,记事本或Sublime都可以正常使用。 搜索“balance”一词(不带引号)。在“balance”之后,你会看到类似“value”:7的内容,其中7会是你之前拥有的金钱数量。 将该数字修改为你想要的金钱数量,然后保存文件。注意:存档中可能还有除金钱外的其他可编辑内容,但我还没尝试弄清楚,因为金钱本身就足以彻底破坏游戏平衡了。重新打开游戏,并确保选择同一地图的继续选项。如果操作正确,你会发现金钱数量已更新。尽情碾压接下来的游戏流程吧!

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A complete guide on how to deal with the many difficulties of endless mode Introduction I've noticed that there are plenty of guides for achievements and challenges for the main levels, but almost all of them are just exact build orders. What this guide sets out to be is a general overview of many aspects of the game in regards to endless mode specifically, and some advanced tips and tricks to help with the greatly increased difficulty endless mode provides. Enemies and you (the good, the bad, and the ogre) The enemies that you fight in thronefall are absolutely not created equally. Some of them are complete pushovers, and others will destroy you without mercy, especially their elite or 'golden' version which appear on later stages. Here is a brief overview of each of them: Peasant/slime These two are lumped together as they have almost identical stats, fill the same role, and the only real difference is that slimes get distracted by whatever is closest and will happily munch an entire wall line, while peasants are slightly smarter and will try to break the towers first at least. Both of these enemies are individually very weak, being one-shot by anything maxed out, and easily dealt with by even tier one buildings. Their strength lies in the massive numbers they will sometimes spawn in, sometimes more than 100 per spawn location on higher waves, which can easily overwhelm any defense not prepared for them. What's worse is that they almost never arrive on their own, but rather act as a meat shield for archers, exploders, or catapults. Archers/crossbowmen While on paper these units act very differently, they really tend to function as tier 1 and tier 2 enemy ranged units, with the archers appearing in much larger numbers and having longer range, and the crossbowmen doing much more damage and having much more health. Archer mobs will usually spawn with basic units to shield for them, but even golden archers are very low health, and can be dealt with simply by walking to the back of the swarm with your melee units grouped and kamikazi'ing them, then letting towers mop up the stragglers. Where things get tricky is the crossbowmen. While quite short ranged, they deal heavy damage and are surprisingly well-armored. Avoid rushing into crossbow mobs like you would with archer mobs, and rely on hit-and-run tactics. they tend to be rather slow-moving, and will stop shooting at building to target you whenever you are near. Take advantage of this by moving close whenever you have full health, then quickly sprinting away as they fire to draw their shots away from your buildings. Golden crossbowmen are a force to be reckoned with, and can two-shot every unit in your roster, and deal with even a fully leveled king shockingly fast. These should be priority targets whenever they appear, as their damage can stack up very fast if left unchecked. Swordsman Basic infantry units, moderate heath, low damage, come in groups of 5-30 depending on wave number. Can safely be ignored if they are all that's coming from a particular direction, as 2-3 tier one towers or 1-2 tier twos can easily deal with them. Spearmen low health, low damage, and utterly terrifying. While they cannot go toe-to-toe with any of your units, and towers make quick work of them, they will single out the king and deal heavy damage, slowing you down to a crawl for extended periods with every hit. If any wave contains spearmen and your main weapon is melee, then things might get tricky. They will take you down very quickly if you charge into a group of them, they slow you down to their speed making it almost impossible to get away without killing them, and worst of all they can attack you through walls and gates, making the most reliable cheese useless against them. Fortunately, their actual stats when attacking anything else are rather lackluster, so just let your units and towers deal with these menaces. Spiky slimes Just tougher slimes right? Well, yes and no. They are just slimes, with the same AI and speed, however they have roughly triple the health and damage, multiplied again for golden spiky slimes. Add in the fact that they will still spawn in large numbers, and they can become a problem very quickly. Avoid sending your melee units in, have them focus on other enemies when present. Spiky slimes can make short work of most of your units, and no melee troop will get decent value against them. instead, have your archers hold position a little ways back from the wall. Slimes will always attack the nearest thing to them first, whatever it is. If you make sure that nearest thing is other sections of wall, then they will be distracted for quite a while, allowing your archers to thin the horde while you deal with all the other enemies, then bring all your forces back around to finish them off. Ogres Big, tanky, heavy hitting, you can tell all this just from one look at these ugly beasts. Despite that, the basic ones are relatively uninteresting. While they are tanky, they have no resistances, and any concentrated force will bring them down easy enough. Where things get tricky are the golden ogres. You can imagine golden enemies as having the extra health and extra damage campaign challenge modifiers on, and if you played through those then you remember how difficult just a few ogres were. Now take into consideration that they can spawn in groups of up to 30, and we start to reach the point where it is simply not possible to gather enough damage to stop them in time. Any group of more than 10 golden ogres should be enough to send your entire army to, leaving the other spawns to your towers if at all possible. The exact point they spawn from matters heavily; if they spawn far away and give you time to pick away at them, then you might pick off 5 or 6 before they reach your walls. If they spawn nearby, then things will be very difficult. They can break even stone walls in just ten hits, and almost any tower in just as few, and with ten or more in a group they will sweep through your base shockingly fast. If more than one golden ogre gets on top of your castle, its all over. You can draw them away by attacking them, as they will target whatever last damaged them for roughly 5 seconds. Use this to lure as many away as you can to lighten the load on your defenses. Boiling oil towers in the front and as many balistas as possible in the back are your best bet, but be aware it might not be enough. When you see these coming, be ready for a difficult fight. Racers These enemies are the weakest enemy that has resulted in an embarrassing number of losses, and shouldn't be underestimated. They will go straight for your castle, and only attack walls that are directly in their way, completely ignoring everything else, not even damaging fields they pass over. On their own, they don't deal a lot of damage, and have low health, but in large groups can punch through your walls and rush past your towers and army. The real problem comes when you ignore them, and trust me when i say you will. you will crush waves upon waves of these lil guys without a sweat, and start to ignore them. Then there will be a wave of racers on one side of the map, and a huge mixed wave on the other! of course you leave the racers to your towers, and tier twos should be enough, right? The racers will take your hubris and shatter your pride (and your castle). if allowed to bunch up just 20-30 are enough to punch through most of the wall lines in the game. just leave around 4-6 melee units at the wall they will be running into, this will be enough to break up the group and make sure not all of them are attacking at once, while adding some extra damage to thin them out. Hunterlings Low health, high damage, and will always gun straight for the king wherever you are on the map. whenever large groups of these are around (any number greater than 20), avoid standing behind your walls. leave your army and towers to take care of anything else that spawns, and go out into the most open spot you can find, then run in circles, best if its near a tower or two. The hunterlings will follow you relentlessly instead of adding their considerable damage into your towers. Just be careful, while you are respawning they will attack your other units, killing them all very quickly and potentially breaking your defense to allow their friends to rush in. -enemies continued Monster rider (horsemen) Moderate damage, medium health, fast speed, slowed down by the spear. Rather straightforward as far as enemies go, with the exception that they are monsters, not humans, meaning that the hunters get confused by them (more on that later). Exploder Little spiked meatballs that move towards the nearest building and explode as soon as they reach it, or once they die. These are a significant threat, and they will receive their own section later on for how to deal with them. Siege units Barrel knights A gaggle of madlads who strapped wheels to a barrel, hopped inside and called it a day. They deal very little damage, and even the golden ones don't hurt very much, but they are one of the tankiest enemies in the game. Being a siege unit, they take reduced damage from all ranged attacks, and while they don't do very much damage, a group of 20 unkillable idiots slapping your walls will bring them down eventually. Try to deal with bigger threats as fast as possible when these guys come out, then bring your army to bear on them as soon as you can. Rams Big, slow, and extremely high health. With ranged damage resistance and twice the health of an ogre, these will sap your dps as they approach your line, distracting your towers from the archers and exploders they frequently arrive with. Berzerkers and fire arrows make short work of them, but any other build will have to concentrate down any large group of them. On the plus side, for battering rams they don't actually deal very much damage to buildings, and you should have enough time to whittle them down. Catapults The only siege unit that doesn't have a large health pool, but makes up for it by being one of the most dangerous things in the entire game. They have extreme range, sitting comfortably on the edge of most towers range, and destroying any buildings very quickly. If they come from far away, or are exposed, then they pose little threat. The problem is when they spawn near your base or at the back of a large group, they can destroy your towers leaving you scrambling to dish out damage to the horde in front of them. They can also spawn less than 10 seconds away from attacking your castle on some maps, and destroy it it only a few hits, but that will be discussed in the maps section. These should be a high-priority target whenever they appear. Flying enemies Wasps small and weak, they would pose little threat except for the fact that they rush down your economy buildings, making these little nuisances a high-priority threat. Just a couple towers or archers can deal with them, but do not take scarecrows if wasps are coming. They tend to arrive in large numbers, and only one scarecrow blast will kill them, meaning too much damage is wasted as every scarecrow targets one, obliterates it, then gets demolished by the rest of the wasps. Easily dealt with if you have the bow and dagger, but melee builds might struggle, just have plenty of tier one towers lying around and you should be fine. Furies Slow moving, moderate health, and slow but very high damage projectiles. Small groups are no threat, but 20+ will shred your army and towers before moving on to all of your economy. The trick is that they will always target the unit closest to them, while their projectiles are quite slow, meaning that if you sprint around underneath them constantly they wont be able to destroy all of your mills for the 80th time (no i'm not upset it took me so long to figure this out, shut up) 1 tier one tower can deal with 1 fury, and 1 tier two can deal with 2 furies, with two towers or a single tier three being able to deal with around 4-5. Small groups of furies will regularly spawn apart from normal waves, so bear this math in mind to deal with them cheaply, and remember any upgrades you might have when calculating. Fire mages If you'll allow me a moment: AHHHHH ♥♥♥♥ THESE GUYS THEY ARE JUST THE WORST. I apologize, I've got it out of my system now. Anyways. Moderate health, low speed, splash damage dealing units who target units and towers before targeting every economy building nearby, and ignoring the king unless directly damaged by him. The trouble is twofold, one: they almost never spawn alone, and whenever supported they will always sit right behind their allies, compounding with problem two: they are not siege units or monsters, meaning that there is no way to have your forces single them out. any wave that has a group of fire mages and a group of infantry to soak damage will always end with all of your units dead, your tower slowly plinking away at a group of 50 slimes, while 5 fire mages gleefully fly around destroying every single one of your mills and houses. Scarecrows are highly recommended here and here alone, as its the only thing that will focus the mages specifically, and most mills are close enough to the front to be firing while your army is still alive. If you have a ranged weapon, then great! if not, be prepared not to spend any money on economy while mages are around, as you'll need it for towers and archers, or else you'll be the proud owner of several broken mills every round. -Spawning mechanics Just a quick mention of a few things: mono waves and how to tell what the threat of each stage will be. Mono waves are rather rare, tend to be either a free win or a guaranteed loss, and come in two varieties. There are Mono-enemy stages, and Mono-spawn stages. Mono-enemy stages will either only spawn one kind if enemy every single night, or only a handful of supporting units while spawning literal hundreds of the main unit. Mono-spawn stage will only have enemies spawn from a single entrance, even during the final night where they would normally spawn all over. Mono-enemy stages can be extremely easy for the most part, as it allows you to build a hard counter. Mono-archers? build crossbows. Mono-slimes? flails. Mono-exploders? suffer. I have only had this happen once, but i kid you not my final wave was 208 exploders and 4 monster riders, with 104 spawning from each side of the map. it was a rush spawn as well instead of a trickled, and i was almost instantly overrun. Mono-spawn stages are a little different. up to stage 10 they are basically a free win, but beyond that the amount of units that come from a single direction are more than a maxed out defense can hold, and can go from being a free win to a sure loss. Additionally, every stage will have a small selection of enemies that arrive, usually around 4 different types chosen randomly, and you should receive at least one of all of them in the first three nights, meaning that whatever comes for you early, you should be ready for extreme numbers later on. For this reason i usually try to handle the early waves on my own, upgrading the castle to tier 2 usually on day 2 or 3, so that i can build my army around my enemies. Weapons and you (stabbing, etc.) There are four main weapons that you will be offered at random: the bow and dagger, the spear, the sword, and the staff. Almost all of them are viable, and should be considered side-grades with specific strengths and weakness, with one exception that we'll get to later. The four weapons can generally be grouped as single target ranged, single target melee, splash melee, and splash ranged respectively. The bow and dagger is the most reliable weapon offered, with both ranged and melee damage, good dps, and the option to take assassin if there are a lot of siege units to deal with. I've found that this weapon has the second-best dps, especially considering that you can rush in, stab a high-value target, then keep shooting while your health regenerates. It does however suffer when dealing with large groups of weaker enemies, and should be paired with at least one unit of flails to offset this. The spear is the single-target melee weapon, and should be considered the most defensive, with a special ability that can briefly out-heal large amounts of incoming damage. The spear also vastly slows down any fast enemy, just as barricades do, especially useful at stopping exploders, kiting hunterlings, and blunting a horsemen rush. The sword is the splash damage melee weapon, with hands-down the best dps, at the cost of having no defensive options to speak of, and being useless against air units. Something worth note with all weapons, but especially this one: whenever you respawn, particularly with the ring of respawning, you deal your attack damage to all enemies around you and spawn with a fully charged special. For the sword, this means you can charge into the back line of a dangerous wave, use your special, die, deal respawn damage and use your special again for almost instant triple damage, enough to kill a group of crossbowmen or catapults that would have wreaked havoc on your defenses. If only there was good splash for air units... The lightning staff. Each shot does roughly 1/3rd the damage of a bow shot, but can target as many enemies as are in range, given that they are at least roughly 2 horse-lengths away from each other, as well as the single most damaging attack in the game on its special, which starts a lengthy wind-up before smiting an area with lightning. -So what should i use? So what should you prioritize taking? Well, anything except the lightning staff, which should be avoided at all costs. Allow me to explain. The other three weapons are all perfectly viable, although i tend to prefer the bow and dagger, as being left useless against air units has come back to bite me plenty of times. The problem with the lightning staff is simple dps, from both you and the enemy. The staff spreads its damage out over a wide area, dealing very little to each enemy struck. While it sounds like just hitting 4 or more enemies every time would make this the best weapon, taking the lightning staff is, in fact, almost always a death sentence. Finishing enemies off is incredibly important, otherwise there is no point attacking them at all. When your walls are being attacked, there is no difference between an army of nearly-dead monsters and an army of full health ones, and your towers will usually either one-shot enemies, or 3-4 shot them, and the staff simply does not do enough damage to change this math. The staff's only saving grace is it's special, which does deal genuinely massive damage, especially once the king has been leveled up. One smite is enough to kill almost any basic enemy in the game, and many golden ones, while being able to hit flying enemies as well, though it can be difficult to line up. The problem is its very long recharge time. This is helped by taking assassin, but even then you're doing nothing for 10-20 seconds at a time, and when the king is usually your biggest single damage source, you will feel the loss of a better weapon. Units and you (Huntzerker? Hardly know 'er!) Melee units: Knights The humble knight is often overlooked, as it has the least dps outs of the melee units, and as we discussed with the lightning staff, that matters. What the do have, however, is the most health out of all the melee units, and by a fair bit. They have roughly 2x the spearmen and flails health, and even more than the moderately tanky berzerker. This is all the have going for them unfortunately, but they shouldn't be ignored because of that. They are the only unit that can survive golden crossbows and golden ogres for any length of time, and are a must-have in those cases. A knights purpose is not to kill the enemy, but to hold them still while your archers and towers take care of them. Spearmen Faster than knights, but with much less health and slightly more damage, they are anti-fast through and through. You would think to use them against exploders especially, but be careful! if left alone your spearmen will all charge the first spiky meatball and all die horribly when it explodes. The way to use spearmen is to leave groups of one or two on hold position in a line stretching away from your walls, with 4 or 5 left to roam to deal with regular enemies. Flails as tanky as spearmen, as much damage per attack as knights, but dealing that damage in an area around them, much like the swords special attack. These are the go-to answer to any massed group of weaker enemies, and pretty much the only thing that can deal with huge numbers of spiky slimes. Berzerkers By far the most single target damage out of the melee units, by far the fastest, and the second takiest, these units are a force to be reckoned with. they prioritize attacking siege units, and rapidly dish out large amounts of dps to everything else, making them a fantastic frontline unit. Ranged units Longbowmen The basic ranged unit, with decent damage and the longest range. If left unattended they will slowly walk forward, making it important to put them on hold position far back from the wall to avoid other archers or fire mages, who will make short work of them. Something to note if you find your dps lacking is that you should individually string out your archers in a line rather them clumping them up to avoid all their arrows hitting the same target and overkilling (a bigger problem for the high-damage longbowmen, which is why its listed here) Crossbowmen A glorified melee unit, they have the most health of any ranged unit, roughly the same as a berzerker even, and with a very high damage attack that fires very slowly with an extremely short range. Sadly, they fire a little too slowly, and should only be used if you just need to tank absurd amounts of damage. They do have extra damage and resistance to other ranged units, making them the go-to for crossbow, archer, and fire mage mono-stages, but they have little other use. Fire arrows roughly the same damage as a longbowman but with less range, they leave behind a pool of burning fire that continues to damage enemies. Unlike the other ranged units, fire arrows should be bunched up, as the fire pools damage stack with eachother, and can create small zones of pure death when grouped up. They are also the only ranged unit that ignores siege units resistance, making them the go-to pick for siege units large groups of small enemies. Hunters Fast moving and fast firing, with nearly triple the attack speed of longbowmen while only doing slightly less damage, and unlike crossbowmen they actually have a low-damage melee attack they can use in addition to their bow, giving them extra dps in melee range, which they aggressively try to take advantage of, perhaps too much (more on that later). They will prioritize monster units, and are the best all-rounded ranged units, with fantastic dps to boot, they earn their place on the front line. -wait, aren't two of those better than the rest? Now, you may have noticed that berzerkers and hunters sound pretty good, and if you've played much of the game you've probably fallen into the habit of only building them every single stage. I was the same way, and never made it past stage 8 until i used the other units, and now reliably make it to 10+. The problem is their priorities. If a berzerker catches even a whiff of lumber anywhere on the map, they will all drop what they were doing and move towards it. 120 spiky slime on one side and 4 barrel knights on the other? guess what, all your melee units left you to go ruin those barrel boys, and now you're swarmed. Berzerkers also aren't the tankiest melee unit, with knights being the only ones that can take a crossbow barrage or hold golden ogres at bay, and exploders, knights, and racers rush past, leaving the zerkers dumbfounded where a spear line would have made short work. Hunters have a similar problem, and if you use them a lot you may have noticed they are rather... suicidal. extremely in fact. The problem lies in the fact that they want to use the extra dps of their melee weapon while not really having the health to stay at the front for long. Add that to their priority for monster units, and they will happily gather around an exploder and blow themselves up on it. On every. Single. Exploder. Not to mention the fact that they will focus down every last racer and slime before firing a single shot at the archers or fire mages that are destroying them. You might find yourself telling them to hold position more often than not, in which case you should really be at least considering the other options. With all that said, hunters and berzerkers have become everyone's first pick for a reason. They simply have the best overall stats out of their groups, and so in most cases it does make sense to pick them, but being able to recognize when your huntzerkers will just die, and being able to set up other units just as well, will make the difference at the higher stages where golden enemies require specialization. Maps and you (insert joke here) The actual map section of this will be fairly short, as i mainly intend to talk about economy and generally how to approach it here. You have probably noticed that two of the maps have an entrance very close to the base that is only guarded by two towers, that being the lake map and the forest map. While most of the time this is fine, and even two towers are usually enough when backed up by the army, but there are a few times when rng can simply end your run here: golden ogres and golden catapults, as well as regular catapults when supported by normal units. A group of golden ogres needs two full armies worth of respawning units and ideally 5 or 6 tier 3 towers, so these two entrances simply don't have what it take to stop them. Catapults pose an entirely different problem: they can't be body blocked, and if they see your castle they will prioritize it over everything else. The above two entrances, as well as the windy south passage on the canyons map will have catapults able to see your castle just 10 seconds after spawning, meaning you only have that long to get on top of them and kill them. A difficult task normally, very difficult with golden catapults, and nearly impossible if they have units supporting them that with take shots and kill your approaching army. As far as i can tell, these are the only problems that are genuinely impossible to overcome rather than simply difficult, and the only change i would ask of the devs is to make these three entrances not able to spawn more than 10 of these enemies, as i have had a stage 12 run ended by 53 catapults spawning in the south desert canyon with fire mage support. I am not inherently salty when i lose, but impossible odds are unsavory. moving on to economy: build houses ya greedy fools. a tier 1 mill costs 5 to produce 3, versus 6 gold of houses to produce the same, a tier 3 mill with 6 fields costs 19 to produce 13, versus 20 for 10; or docks, which at tier two, over 8 rounds for 13 gold will produce 60 gold, where 14 gold of houses will produce 56. Only a tiny amount less, for a building that is safely behind your walls, almost never getting destroyed, and with fortified houses can actually contribute to your defense decently well. Mines should almost always be made, and definitely always with indestructible mines, but mills and docks are slightly better for something that is far more exposed, and at higher stages you cannot survive losing even one night of economy. Advanced tips (yes, exploders are annoying, here's how to stop them) Exploders. The worst, right? Not if you know how to deal with them! we've already discussed the spearmen optimization, but the real trick is understanding that you simply can't stop all of them. They will reach your line, and they will blow up on something. What you need to do is give them something that doesnt matter for them to blow up on. If you know that large numbers of exploders are coming, dont build a fortress tower, or even an oil tower, build a support tower. It has by far the most health out of all the tier 3s, nearly triple that of a fortress tower. while it won't shoot at the enemy, we already noticed that we can't stop them all. The support tower, without any perks or upgrades can tank nearly 20 exploders, with the higher health perk and the resistance perks and upgrade, this increases massively, making one support tower able to reliably tank basically all the exploders that come your way. Something else to discuss here is what i call the "trap perks". There are 3 perks that feel like an instant take, but will actually ruin your run. These are the warrior mode, commander mode, and glass cannon perks. Even if you take both warrior and commander mode to cancel eachother out, your units and towers only gain ~10% damage, and you are actively worse until halfway through, especially the first couple nights where you would want to solo while you build economy. Glass cannon sounds great at first, until you get only melee weapons offered, or you have to charge through a wave to reach catapults at the back. Avoid all three of these perks at all costs, you cannot spare the damage from yourself and your towers for either "mode" perk, and you need the tankyness that glass cannon take away. Summary To wrap things up: Build more houses; try using other units than huntzerker; avoid the lightning staff, "mode" perks, and glass cannon at all costs; just tank exploders with support towers; and, most importantly, good luck! My high score is just shy of 200,000, and I've had several runs come close, i would love to know what the record is! And if you have any tips to add, i would love to get better! This is just some things that I've learned, and i hope it helps anyone who's struggling to break stage 10+! And thank you devs for making a great game, I've loved every hour of it!

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这是一个关于我如何攻克游戏中最难挑战的视频攻略:在托滕德(Totend)获得25000分。要解锁所有成就,你必须达成这一目标。 你好,如果你也在为我认为是游戏中最艰难的刷分任务而苦恼,希望我的视频能帮到你!

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本指南将帮助你达成【Frostsee Quest F】胜利。现已更新至1.21版本,助力完成【Ruler of Frostsee】成就。 准备工作: - 武器:长弓 - 特长:皇家铸币厂 - 奥术塔 - 指挥官模式 - 突变因子:挑战乌龟神、挑战黄蜂神 - 城镇中心升级1:建造者行会 - 城镇中心升级2:神圣诅咒控制器(手柄L1/LB键,键鼠ALT键) 视频:视频内容可能与本指南存在差异,但仍具有参考价值。

阶段1:城镇中心 弓箭作坊 - 猎人 阶段2:渔屋 房屋 让猎人扫射史莱姆 阶段3:房屋 塔楼 - 应对十字弓手 阶段4:房屋x2 塔楼 - 支援猎人 阶段5:升级城镇中心 - 建造者行会 塔楼 阶段6:铁匠铺 - 升级弓箭手攻击力 金矿 港口x2 阶段7:塔楼x3 兵营 - 骑士和长矛兵 房屋x2 阶段8:升级港口 - 配备最多船只 弓箭作坊 - 猎人 塔楼x2 房屋x6 阶段9:塔楼x6 房屋x2 升级港口x2 在右侧港口部署4名猎人 在顶部入口部署4名猎人 在右侧使用神圣诅咒 阶段10:升级塔楼中心 - 神圣诅咒 使用神圣诅咒【LB/L1/ALT】 城墙x4 塔楼x3 房屋x2 阶段11:铁匠铺 - 升级近战防御力 升级弓箭作坊x2 升级兵营骑士 升级房屋x6 阶段12升级房屋11次 升级塔楼9次 升级弓箭作坊 猎人部署在右侧 骑士和长矛兵部署在左下 塔楼可应对上方30名士兵 对左下区域施加神圣诅咒 第13波 升级弓箭作坊 升级兵营2次 升级城墙4次 升级塔楼8次 右侧部署长矛兵和半数猎人 左侧部署骑士和半数猎人 整场战斗中对 Boss 持续施加神圣诅咒

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本指南将帮助你完成乌弗风任务A、B、C、D、E和F的胜利。以助力达成【Ruler of Uferwind】成就。 配置A和B: 武器:闪电法杖 特长:奥术塔 指挥官模式 城堡蓝图 突变因子:挑战猎鹰之神 无墙契约 城镇中心升级1:魔法护甲 城镇中心升级2:神圣诅咒 视频A和B

配置C 武器:重剑 技能:重甲、战马、南瓜田 变异:无塔契约 城镇中心升级1:魔法护甲 城镇中心升级2:神圣诅咒 配置D 武器:闪电法杖 技能:皇家铸币厂、城堡蓝图、能量塔 变异:无单位契约 城镇中心升级1:皇家训练 城镇中心升级2:城堡升级 配置E 武器:弓与匕首 技能:奥术塔、指挥官模式、精英战士 变异:挑战黄蜂之神、挑战凤凰之神 城镇中心升级1:建造者公会 城镇中心升级2:指挥官 配置F 武器:轻矛 技能:指挥官模式、大型港口、能量塔 变异:挑战海龟之神、挑战猛虎之神、挑战凤凰之神 城镇中心升级1:魔法护甲 城镇中心升级2:无法识别内容,已删除。

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攻略,也仅是基本信息分享。攻略不是最优解,多尝试不同的打法,体验游戏而不是战胜游戏。 游玩稍有心得,与大家分享。经济建筑优先级 房屋(2金币建造→每晚1金币;2金币升级→每晚2金币):房屋多在安全地带,不易减产,初期风险较低。 码头(3金币建造→每艘船1金币,初始停靠一艘,每晚增加一艘;10金币升级→每艘船金币翻倍):码头是性价比最高的经济建筑,虽然一般处于防御圈外圈但收益非常高,尽量早买。 矿井(5金币建造→第一晚6金币,之后每晚金币-1):总共能产21金币,买完码头可以考虑。 风车(3+2金币建造→每晚3金币,5+3金币升级→每晚8金币):风车一般位于防御圈外圈,初期投入较多,易被毁,性价比较低。 个人常用兵种弩手:最好用的兵种之一,能攻击空中和地面目标,伤害高,生命值多。 骑士:对付弓箭手非常有效。 弩手和骑士按一比一或二比一配置,能防住大部分攻击。 战略思想 初期:一般来说前三波攻击不需要防御塔就能守住,应利用这段时间打好经济基础。 中后期:敌人人数增加,这时需要尽快将城堡升至二级以建造城墙。城墙内部及拐角建造防御塔,一般一级箭塔够用。同时需尽快出兵,个人习惯使用弩手搭配骑士,弩手性价比更高,建议优先升级。 最后一晚,敌人会分批次从不同方向发动多次进攻。请确保建造所有可建造的城墙和拒马,防御圈内圈的城墙可升级为二级。尽量多生产士兵,剩余资金用于升级防御塔,升至二级即可。注意观察敌方兵种,若小兵较多,可将部分防御圈外的防御塔升级为三级以吸引火力。

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本指南适用于《Durstein》,感谢“donner”的视频。(后续可能需要针对所有波次进行更新,而且我不知道如何锁定单位,这在某些波次中非常重要) 术语说明:Hero指玩家自己,Any指任意你喜欢的,sword指战士单位(如果我名称有误的话)。 使用6个突变因子,不使用“Turtle”来获取额外生命值。 你可以混合一些 buff,但需要额外的金币。 忘记提到我使用的是长矛英雄。 我使用了以下 perks: - royal mint(城堡金币) - elite warriors(应该是增加生命值/伤害?) - Melee resistance(不记得名称了,待修改) 对于单位,你会觉得需要猎人(远程且能进行近战攻击)。它们对小怪和骑手造成“极高”的伤害。第一波 建造远程猎人,1座矿场,1座农场+农田 - 要获得猎人,在马匹生成时用猎人拖住它们。 第二波 如果有多余的钱,在前期回合尽可能建造矿场和/或农场。 - 将猎人放在【S】形角落,几乎可以阻挡该区域所有敌人。 第三波 建造3座房屋,2-3座完整农场,1个剑士 剑士用于对抗远程单位 猎人用于对抗马匹,玩家必须在远程单位提前生成时协助应对。第四波 升级任意城堡,将所有农场升至满级,建造1座房屋 可能需要1个单位协助远程作战,其余所有单位部署至顶部 第五波 建造任意收入建筑 投入所有单位,利用上方封锁区域会有所帮助,尽量避免单位因爆炸死亡 第六波 升级任意城堡,在顶部区域购买尖刺陷阱,升级农场和房屋 剑士单位配合远程单位及英雄,猎人部署至顶部对抗怪物 第七波 升级剑士,建造并升级猎人小屋,在S形拐角处设置双重尖刺陷阱,在马匹来袭方向建造2道城墙,建造1座十字弓塔 在S形拐角上方建造1-2座(靠近城墙的那些)塔楼,在马匹来袭方向建造3座塔楼 集中大量近战和远程单位(包括英雄)应对左侧来袭的敌人,可派遣剩余单位支援马匹来袭方向 在S形拐角正上方部署2名猎人协助对抗怪物第八波 将所有2面顶层墙壁升级2次,升级任意墙壁 使用英雄帮助任意一侧,需要在各处部署单位,在你提供帮助的位置减少单位数量 第九波 如果需要可升级任意内容,建议优先升级单位 按照上一轮的方式操作,选择你喜欢的策略即可 第十波 任意策略 需要猎人+一些剑士来协助顶部防御 将大部分单位集中在最大规模的波次,部分猎人瞄准S形角落 第十一波 任意策略,如果需要可以增加单位数量 大部分单位集中攻击巨人,但要留下足够的猎人和防御力量保护顶部,确保墙壁不会被突破 第十二波 任意策略,但需要大量单位 你和单位都需要支援各个方向,选择一个你能防守的方向以减少该区域的单位数量,我通常会选择在左侧或右上角引导巨人/魔像

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Having amassed hundreds of hours in the game and obtained multiple High Scoring records, I would like to share with everyone the current state of perks in the game. The aim of this guide is to describe the use cases of all the perks in the game and when you might want to pick them up in certain game modes. As certain perks work better in Eternal Trials and others work better in Campaign Map High Score runs, I will refrain from creating an overall tier list in this guide. Guide updated for v1.71 of Thronefall. Guide written for v1.61 of Thronefall. Royal Mint (Your castle centre produces 1, 2 or 3 additional gold per day depending on its level). It used to produce its first additional coin as soon as you entered the game, which made it a very good Campaign Map perk. Nowadays, it is a risk free early to mid game economy upgrade in Eternal Trials. Verdict: only think about picking this up after stage 10 on Eternal Trials, unless it’s bundled with some other amazing perk. Arcane Towers (All of your towers have +20% range and their projectiles deal +33% more damage to enemies). Towers, namely Castle/Sniper/Bunker Tower into Ballista Spire are your main sources of elite enemy DPS in Eternal Trials (elite enemies boast x4 HP and x3 DMG multiplier!). We want to collect all the tower damage boosting perks to create a source of DPS that can deal with mass elite ogres, mass elite big spiders and other big elite threats. Verdict: a very important late stage Eternal Trials upgrade that should be strongly considered unless presented in the very early stages. It also works great with Commander Mode in Campaign Maps. Heavy Armor (You have a massive +250% more health and +35% more self-healing). Before self-healing was introduced in the game, this perk synergised greatly with The Spear in Campaign Maps. Currently, it is an amazing Eternal Trials perk that is part of the three perk King combo (Heavy Armor + God’s Lotion + Healing Spirits) that allows the King to play very greedy in the early game and save up a lot of gold. Verdict: pick this up as soon as you see it in Eternal Trials as it will greatly improve your odds of creating a deep run. Once you have this perk, always take Magic Armor castle upgrade for an insane survivability boost. Castle Fortifications (Your castle centre has a +150% health. The interval between its attacks is reduced by -67% and its attack range is increased by +50%). An Eternal Trials perk that makes you feel just a little bit safer and less likely to die from an unfortunate wasp flyby or a poorly defended roller rush. This perk is not crucial at any stage of the run and is pretty low on the priority list as even level three castle DPS is quite mediocre against elite enemies. Verdict: only take this when it gets bundled with something else that is good. Ring of Resurrection (The first time you die each night, you are revived immediately and all of your dead units are revived with you). This perk might seem like a safety net when you mess up with King micro at first glance, however it is an important tool to help you survive brutally difficult early nights in late Eternal Trials stages. Once all of your units have fallen and your King only has a sliver of health, you immediately and intentionally let your King perish to bring all of your units and King back to full health and hopefully clean up the rest of the wave before your castle gets overrun. Verdict: an out to a seemingly unwinnable Eternal Trials night one-three. It requires some solid forethought and planning to utilise properly and has limited use cases. Only think about picking up this perk past stage 14 on Eternal Trials. Commander Mode (All of your units and buildings deal +40% more damage to enemies but your own damage is 60% less effective). As we can now take 5 perks in the Campaign Maps, going for unit and tower damage route requires taking this perk and sacrificing your King's damage as it provides the biggest raw damage buff in the game. The damage bonus is also crucial to be able to keep up with late stage elite enemy pushes and is very important to obtain eventually. Verdict: not very important in the early stages of Eternal Trials, however it becomes a must to pick up that flag once the stages reach double digits. Commander Mode is also a very viable Campaign Map perk, if you decide to delegate your damage to units and towers. Architect’s Council (The build options from the next castle centre upgrade are already unlocked. This means you have more building options to choose from early in the game). Even with 5 perk Campaign Map limitation, this perk still has little potential to shine there. However, it becomes absolutely amazing in Eternal Trials as it gives you way more early game economy and army options, which allow you to survive the early nights when you are most likely to perish. Some economy ideas include: Double/triple Harbour and/or gold mine on castle tier one on Frostsee, Double Harbour on castle tier one on Uferwind, Double Gold Mine on castle tier two on Sturmklamm, Double Shrine next to your castle and a Gold Mine on castle tier one on Wildbach.It also allows you to pick from either melee or ranged units should they not be available on low castle tiers without this perk. Heroes are also unlocked sooner. Verdict: a fantastic perk that increases your starting options on most of the Eternal Trials maps. Strongly consider picking it up when you see it. Warrior Training (Your weapon becomes more powerful every night all the way up to to +100% for this final night). This perk’s main purpose is to allow your King’s damage to scale with the increasing enemy health bonus from the Growth God mutator in the Campaign Maps and should usually be paired with Glass Cannon to achieve a huge damage increase, while only taking up two perk slots. Loses most of its value in Eternal Trials due to Commander Mode's debuff and Glass Cannon getting turned off. Verdict: very good on Nordfels, Frostsee, Sturmklamm and Wildbach Campaign Maps, especially when paired with Glass Cannon. Very weak in Eternal Trials once Commander Mode is obtained. Castle Blueprints (Walls and towers have +50% more health). It might become viable in Campaign Maps on Uferwind one day (if we are able to take way more perks), however currently it remains as a somewhat solid buff to your walls’ HP in Eternal Trials. The tower HP buff is not very relevant as your towers should not be taking almost any damage, because you have walls and units absorbing almost all of the incoming hits. Verdict: consider this in Eternal Trials when you have Emergency Repairs. Gladiator School (Units are trained +75% faster. Training facilities train a reservist that spawns instantly once the first unit dies). Tiny buff that changes little when sixteen of your units are missing. Verdict: some temporary movement speed burst on spawn would be extremely welcome, so units could get back to battle faster. v1.61 (Units are trained +75% faster). Due to the large walking distance from the training grounds back to the battlefield and low movement speed of most units, this perk loses a lot of its value. Its main benefit is if you lose your hero, it might come back before the night is over. Verdict: this perk would have been a lot better if it also provided some increased unit movement speed, so units could get in the heat of battle faster. Not very important to pick up in Eternal Trials, because of low unit movement speed and razed training buildings preventing this perk from working. War horse (Your horse is +20% faster and riding over enemies deals 2.4 damage to them and 0.35 damage to you). No longer used in Campaign Maps as pairing it with glass cannon will cause your King to self-destruct when running over slimes. However, it remains as an excellent choice in Eternal Trials due to the large health pool of your King from other perks and will allow you to steamroll peasants, archers and slimes with Magic Armor. Verdict: solves 100+ slime/peasant/archer rushes in night one-two in Eternal Trials. It will also help to distract strong elite enemies slightly better. Put it on the lower end of the pickup priority list. Glass Cannon (You deal +80% more damage but you have -80% health). The best way to increase your early and mid game King damage in Campaign Maps, but will cause your King to get one-shot by a lot of enemy types. Damage snowballs further with Assassin castle upgrade and scaling of Warrior Training. On the other hand, Eternal Trials's accumulation of tanking and healing perks makes Glass Cannon completely unusable. Verdict: use it in conjunction with Warrior Training in Campaign maps and always turn it off when it's bundled with another good perk in Eternal Trials (click on the perk to make it greyed out in Eternal Trial stage selection, the perk will be removed from the drop pool, but will not have any effect on your King). Big Harbors (Harbors have capacity for 2 additional fishing boats, have +100% more health and spawn with one boat on the water. Upgrading them to level 2 costs +3). One of the big 3 economy perks that comes with associated risks when picking it (your building might get razed providing no benefit). Big Harbors is an amazing perk that is widely used in Campaign Maps and a very strong early stage contender in Eternal Trials. This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game, as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. The health bonus mostly shines in Campaign Maps, where a ram or wasps won’t be able to level your harbors as easily. Verdict: pick this in Campaign Maps such as Frostsee, Uferwind and maybe Wildbach. The earlier you pick this up in Eternal Trials, the better off you will be in the long run. Elite Warriors (All of your units have +50% health). Solid Eternal Trials perk that synergises very well with Healing Spirits and Health Potions. It will significantly boost your unit survivability and in turn allow them dish out more damage. Brings up your early game power. Verdict: a solid perk but it is less valuable than most of the damage perks. Put it somewhere in the middle of your Eternal Trials priority list. Archery Skills (All your archers have +60% more range and +60% more projectile speed). This perk exists mostly to help out Hunters and Dragon Rider deal with air units such as Furies and Flying wizards before they can collapse on your defences. Do not worry about not having this perk for a very long time in Eternal Trials as it is not a significant damage boost. Verdict: nice to have as a QoL perk for your archers but not essential. A lot of Eternal Trial runs will never see this perk being picked. Faster Research (All of your research starts with 1 day of progress already complete, so all upgrades finish much faster. All upgrades cost -1 gold). A very good Eternal Trials perk that will allow you to only start researching resistances from night 6-7 and have them all finished for the final night. This allows you to invest more gold into the economy earlier and give you more resources to work with later. Verdict: researching resistances becomes important at/after stage 10 of Eternal Trials, so that is when you should start thinking about picking up this perk. Fortified Houses (Houses have +250% more health and shoot arrows at enemies dealing 8 damage to enemies nearby every 5 seconds on level 1 and every 1.66 seconds on level 2). Barely does anything for level 1 houses, but becomes amazing for level 2 houses. Synergises incredibly well with Resilient Residences and should both perks be obtained, creates a risk free economy/tower wall hybrid on Uferwind in Eternal Trials AND Campaign Map. It also makes a big difference on Frostsee and a small difference on Sturmklamm and Durststein. Reduces the odds that you will die early while being able to pump all your gold into the economy. Verdict: you love to have this upgrade in Eternal Trials as investing in economy makes you more survivable. Not the highest priority perk, but it will make your defences more well rounded. Pumpkin Fields (Every mill gives +1 income and fields have +400% more health). One of the big 3 economy perks that comes with associated risks when picking it (your building might get razed providing no benefit). Pumpkin Fields is an amazing perk that is widely used in Campaign Maps and is a very strong early stage contender in Eternal Trials. This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. The health bonus mostly shines in Campaign Maps, where wasps or archers won’t be able to level your fields as easily. Verdict: pick this in Campaign Maps such as Nordfels, Durststein, Uferwind and maybe Wildbach. The earlier you pick this up in Eternal Trials, the better off you will be in the long run. Healing Spirits (All healing effects on you and your units are +65% more effective). This perk is part of the three perk King combo (Heavy Armor + God’s Lotion + Healing Spirits) that allows the King to play very greedy in the early game and save up a lot of gold in Eternal Trials. Verdict: Less valuable than Heavy Armour and God’s Lotion, but still makes a big difference in regeneration when acquired. Once you have this perk, almost always take Magic Armor castle upgrade for an insane survivability boost. Ice Magic (Every enemy you touch is slowed. All slow effects on enemies last +200% longer and slowed enemies move 40% slower). Synergizes very well with the current tank meta in Eternal Trials and should be more highly considered to round off your King's distraction ability. Verdict: a solid CC perk that can now turn your King into a slowing machine. v1.61 (Slow effects on enemies last +200% longer and slowed enemies move -40% slower). Barring Barricades and The Spear that only work on fast units, there are only 2 sources of slow in the game - wind spirits that puts in little work due to being single target and Ballista Spire that is pretty much the exclusive upgrade in Eternal Trials if you wish to deal enough damage to elite enemies. It has the highest success in slowing down elite ogres, elite big spiders and elite rams to an absolute crawl. Verdict: a decent CC perk that does not to be taken in every Eternal Trials run. Melee Resistance (You, your units and all of your buildings start the game with +30% resistance against melee attacks). Causes your units to take ~74% damage from melee attacks and stacks multiplicatively with blacksmith upgrades. This could create a scenario where your units take only ~39% of damage from melee attacks, should all melee resistance blacksmith get researched on top of having this perk. Resistances become very important at/after stage 10 of eternal trials as your units will need to tank damage for long periods of time and not get overrun. Verdict: One of the two types of resistances available from perks. An important part of your defence in late Eternal Trials stages and should be considered once the stage counter passes 10. Power Tower (The tower you are closest to gets a significant attack speed boost of +266%). This perk is an Eternal Trials monster as it turns your Castle tower + Ballista Spire into an elite enemy one-shotting machine gun. Provides extreme overall DPS increase and saves a ton of gold as one tower gains the value of almost 4. Works very well on Sturmklamm Campaign Map as a Sniper tower + Ballista Spire allows you to quickly pick off all of the pesky Quickslings from safe range. Verdict: take this on Sturmklamm and put it on almost the top of your priority list in Eternal Trials. Ranged Resistance (You, your units and all of your buildings start the game with +30% resistance against ranged attacks). Causes your units to take ~74% damage from ranged attacks and stacks multiplicatively with blacksmith upgrades. This could create a scenario where your units take only ~39% of damage from ranged attacks, should all ranged resistance blacksmith get researched on top of having this perk. Resistances become very important at/after stage 10 of eternal trials as your units will need to tank damage for long periods of time and not get overrun. Verdict: One of the two types of resistances available from perks. An important part of your defence in late Eternal Trials stages and should be considered once the stage counter passes 10. Treasure Hunter (You get +15, +25, +40 extra gold before the last three waves). With Interest getting capped and this perk getting buffed, Treasure Hunter became much stronger than ever in Eternal Trials. Verdict: Went from low tier to must open with in Eternal Trials as it will always generate 80 extra gold in 5/6/7... night stages when Interest cannot. Even in a ten night stage, it might be very difficult for Interest to overtake Treasure Hunter. Start and exit your Eternal Trials run until you see this perk being presented for night one. v1.61 (You get +10, +20, +30 extra gold before the last three waves). The bonus gold might sound enticing at first, however due to the way economy and the Interest perk work, this perk becomes quite irrelevant when it comes online. You are most likely to already have several hundred or even a thousand gold by the time the bonus starts coming in and this perk does nothing for you early game when you are most struggling for cash and are most likely to die in Eternal Trials. Verdict: Almost bottom of the priority list unless you open with it in Eternal Trials while opening with Interest. Sustainable Mining (Your mines produce +1 gold and their income is reset back to 7 every time they are destroyed). Makes gold mines even more amazing for-kick starting your economy and should be sought after early in Eternal Trials. It also pairs very well with Architect's Council to allow you to build wealthier mines earlier. Verdict: Take this on Durststein and reset the bottom mine on night five by letting an exploder roll to it. Has about the same value as Big Harbours and Pumpkin Fields in Eternal Trials now. v1.61 (Your mines have +400% more health and their income can never drop below 3). One of the big 3 economy perks that comes with associated risks when picking them (your building might get razed providing no benefit). Sustainable mining is however nowhere near as strong as the other two (Pumpkin Fields and Big Harbours). This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. However, Sustainable Mining does not do that, but it only starts paying off after 5 rounds of purchasing the mine and this makes it so Pumpkin Fields are better than Sustainable Mining on a three gold mine map Durststein! Verdict: Do not pick this in Campaign Maps as even on Durststein, Pumpkin Fields are simply better. Not very exciting to pick up in Eternal Trials either. God’s Lotion (You regenerate health at +110% faster and the delay before your health regeneration kicks in is reduced by -50%). This perk is part of the three perk King combo (Heavy Armor + God’s Lotion + Healing Spirits) that allows the King to play very greedy in the early game and save up a lot of gold in Eternal Trials. Verdict: a solid perk that is less valuable than most of the damage perks. Put it somewhere in the middle of your Eternal Trials priority list. Melee Damage (You, your units and all of your buildings start the game with +35% melee damage). With extra perk slots, this perk finds some use with Falchion&Traps to create a monstrous one-shotting machine when paired with Glass Cannon and Warrior Training. Verdict: Possibly meta on Frostsee, but still filler Eternal Trials perk that prevents you from obtaining a different, stronger one. v1.61 (You, your units and all of your buildings start the game with +30% melee damage). As all of your towers do ranged damage, this perk has little benefit to the overall DPS of your army. It only really benefits Flails and Hunters in melee (Hunters have fantastic melee DPS by the way), but you never feel good about picking this up in Eternal Trials. Verdict: filler Eternal Trials perk that prevents you from obtaining a different, stronger one. Anti-Air Telescope (Flying enemies have -25% max health and deal -25% damage). While hunters destroy wasps and furies, dragon riders and scarecrows destroy all air units, this perk just never really feels worth picking up as air raids will never truly overrun your defences on their own. Verdict: current solutions are sufficient in dealing with air units, so don’t bother picking this up in Eternal Trials. Health Potions (All of your units heal themselves by 2.5 health per seconds). This perk synergizes really well with Healing Spirits and Elite Warriors. Will make your units brush off all the chip damage such as random projectiles or AoE hits. It cannot, however outsustain elite enemy damage, but only lessen it to a certain extent, so this perk somewhat falls off in the later stages of Eternal Trials. Verdict: almost as good to have as Elite Warriors and Healing Spirits in Eternal Trials, but it should not be heavily prioritised. Ranged Damage (You, your units and all of your buildings start the game with +25% ranged damage). As all of your towers do ranged damage, this perk has great benefit to the overall DPS of your army. However, it is slightly less valuable than Commander and Arcane towers. Verdict: Pick this up when you can to max out your towers’ damage output. Stronger Heroes (Your hero units from the hero’s quarters have +50% more health and are +40% stronger). As only half of the Eternal Trials maps contain a Hero Quarter, this perk will see limited use. Moreover, two of those three maps (Wildbach and Sturmklamm) are already very good maps, so making them even better by picking Hero’s Quarter is not crucial. Verdict: Don’t worry about this perk unless you love playing on Uferwind in Eternal Trials and already have access to the Architect's council. Loan (Start the level with +7 gold but the first 10 gold dropped by enemies disappears). As mentioned before in this guide, we absolutely love boosting our early game gold. This perk does exactly that and in the biggest way possible. We love it in Campaign Maps and we love it in Eternal Trials. While being paired with Interest, it is used in almost every High Score Campaign Map and puts in great work in Eternal Trials as well. Verdict: take this in Campaign Maps and always take this when you see it in Eternal Trials for either a “free” castle upgrade or more economy buildings! Elite Towers (Every tower that was freshly built or upgraded during the last day receives an elite marker for one night making it deal +65% damage). The bonus wears off far too quickly to ever provide a meaningful long term boost, however fully buffed (all damage perks) Sniper towers with Elite markers will bring ogres to ~10% HP after just two shots! Verdict: more damage is always welcome, however it is too situational to make getting this perk a priority. Don’t stress about skipping this one in Eternal Trials. Ancient Shrines (Shrines do not have to be purchased and shoot +50% stronger projectiles but they require +100% more energy to be activated). This perk comes with a rather hefty drawback of requiring far more sacrifices that you may have access to in order to activate a Shrine. This means that in early stages of Eternal Trials, you will miss out on a lot more shrine activations and therefore gold and High Score. Eventually, the increase in wave size as stages progress will negate this problem and make this perk very worthwhile to pick up. Verdict: if you reach Stage 16 and beyond, the damage bonus will significantly increase your chances of surviving the early game in Eternal Trials. Lighter Materials (Your auto-attack cooldown is reduced by -33%). Pairs up very well with Glass Cannon and Warrior Training to create a King DPS machine in Campaign Maps. Worth considering with The Bow and the newly buffed Shadow Codex for great curse spreading potential. Verdict: the 8% increase buff turned this perk from decent/good to very good and will make a big difference to your damage (especially if you are already one-shotting mobs) in Campaign Maps and its ET distracting potential is even higher now. v1.61 (Your auto-attack cooldown is reduced by -25%). Maximum mutator (10-11 mutators) runs relly on loading up on tons of damage in order to be able to deal with ultra buffed up enemies. Having a source of attack speed for your King carries a straight ~33% increase to his DPS. Verdict: very good in maximum mutator attempts and helps a little bit to be able to distract a few more ogres in Eternal Trials. Don’t pick this up in Eternal Trials unless you have to.[/spolier] Spell Scroll (The cooldown of your active ability is reduced by -35%). A very weak perk that does not offer very much in either Campaign Maps or Eternal Trials. Assassin already halves our cooldown in Campaign Maps and only The Spear’s ability is remotely useful in Eternal Trials. Verdict: don’t pick this up. Daredevil (The lower on health you are the more additional damage you deal (up to +115%)). Only ever used in speedruns to instantly annihilate all mobs at spawn points. Forget about using it anywhere else. Verdict: don’t take this unless you speedrun. Emergency Repairs (Walls are repaired during battle using materials from other walls, allowing them to share their health). Synergizes quite nicely with Castle Blueprints. Creates a scenario where enemies require a critical amount of DPS before they can breach your gate, otherwise it out sustains their damage. Quite useful despite appearing otherwise at first glance. Verdict: prioritise it as much as Castle Blueprints in Eternal Trials. Interest (At the beginning of each night you gain 1 gold for every 3 gold you have left in your chest (rounded up), but never more than 20). The infinite compounding ability of this perk was capped greatly. It will no longer provide you an extra 1000+ gold, but less than 200 or even 100. Still has some use on Nordfels, but loading up damage perks in order to be able to handle more mutators is now the right way to go about high scoring in campaign maps. Eternal Trials value is also diminished greatly. At least those annoying unspent 1 gold leftovers will provide some early game boost, so there is that. Verdict: Try to get this before you reach ten night stages in Eternal trials, but don't sweat about starting with it. v1.61 (At the beginning of each night you gain 1 gold for every 3 gold you have left in your chest). We have arrived at the most important part of this guide. Introduction of the Interest perk has revolutionised the way Campaign Map High Scoring is approached and also made forcing opening with Interest in Eternal Trials (start and exit first map in Eternal trials to refresh your choices until you see Interest) a must should you wish to obtain a decent High Score. This perk’s balance comes from the fact that it does nothing for you in the early game when any gold is critical but the sooner you get your economy fully online, this perk will start to exponentially multiply your riches making sure you finish each run in the hundreds or maybe even in the thousands. This perk does not often help you survive better, in fact picking it in Campaign Maps will make it harder to survive as you are sacrificing a different perk, but will push your High Score through the roof. Don’t ever leave your house without this perk if you ever wish to score high in Thronefall! Verdict: pick this 100% of the time if you wish to obtain a colossal High Score! Relentless Research (Research buildings immediately continue to make research progress when they respawn after being destroyed). Only ever viable on Wildbach and even then you should be able to wall off the entire map before requiring to research anything making this perk incredibly low value. Verdict: Don’t pick this up unless you never wish to expand East on Wildbach. Explosive Walls (Walls explode when destroyed, dealing damage to all enemies near them. The explosion damage increases with the level of the wall). Ideally, you are working your hardest not to have your walls get breached in Eternal Trials, so this perk has limited use cases. Elite enemies can usually shake off the explosion and keep pushing and you can only force the most explosions on Uferwind and you should avoid playing that map whenever you can. Verdict: comparable to explosive traps mills which is easily the weakest mill upgrade. Not essential at any point of your Eternal Trials run. Resilient Residences (Your houses have more health and they continue paying taxes when they respawn after being destroyed). Synergises incredibly well with Fortified Houses and should both perks be obtained, creates a risk free economy/tower wall hybrid on Uferwind in Eternal Trials. It also makes a big difference on Frostsee and a small difference on Sturmklamm and Durststein. Reduces the odds that you will die early while being able to pump all your gold into the economy. Verdict: you love to have this upgrade in Eternal Trials as investing in economy makes you more survivable. Not the highest priority perk, but it will make your defences more well rounded. Timber Scaffolding (Tower upgrades are no longer limited by the castle centre level and the build cost of towers is reduced by 1). The buff will make those castle tier one sniper towers just a little bit more affordable, which could make or break your late game run. Synergizes with Castle-Up to create a total of 26% price reduction on building and maxing a tower. Verdict: even better than before and the greediest players will combine it with Castle-Up to squeeze out even more score out of their Eternal Trials runs. v1.61 (Tower upgrades are no longer limited by the castle centre level). Seems like a lacklustre perk, but has fantastic value in late stages of Eternal Trials when you need a strong makeshift defence very early. Being able to afford a Sniper Tower on castle tier one to be able to hold off a 35 Ogre push on night two provides a big out to incredibly dangerous early game pushes when you are most likely to die. Verdict: can be a godsend on Stage 16 and beyond in Eternal Trials, but otherwise has very limited utility. Consider picking it up at some point in your run. Closing statements This guide is subject to updates when new perks get introduced into the game or current perks get reworked. The End.

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【过时内容(于UFERWIND更新后)】 关于建造、升级选择以及部队武器配置的通用建议 升级主基地 - 主基地可升级2次,分别消耗7枚和20枚金币。 - 每次升级都有特定能力可供选择,以下是推荐方案: - 7枚金币: - 建造者公会:总体表现优秀,每晚可免费升级1座房屋。 - 神圣诅咒:仅建议在持有弓箭且遭遇Boss战(如霜原)时选择。 - 选择建造者公会后,让其升级4至5座房屋即可,剩余房屋自行升级,无需等待其升级所有房屋。20枚金币 指挥官 - 提升治疗效果和移动速度 城堡升级 - 仅在霜海地图使用,可降低塔楼升级成本*选择城堡升级时,应尽早建造塔楼以获得最大折扣(每晚减少1枚金币)。但只建造你打算使用的塔楼(后续会解释)。 优先建造什么 《王座陨落》中有两种建筑类型: 经济类 - 房屋、矿场、农场、港口 防御类 - 塔楼、城墙、兵营 选择建造内容的总体思路是: “经济优先,但前提是你能完美防御它。”完美防御意味着不会损失任何能产生金币的建筑。 如果无法保护它,就不要一开始就建造。 可以留到第二天再建,或者改建其他建筑。经济系统 建筑优先级:房屋≥矿场>农场、港口 优先建造房屋和矿场。 有一个技能可以让2级房屋发射箭矢,在我看来这非常强力。 在弗罗斯特希(Frostsee)地图时,不要过早在基地下方建造房屋。从南方飘来的雪花肯定会摧毁它们。 达斯廷(Dustein)地图有3个矿场,弗罗斯特希地图有1个矿场。 在达斯廷地图早期建造矿场是个好主意,因为它们容易保护。 在弗罗斯特希地图防守矿场可能看起来很困难,但当你有足够的部队后,通过将部队集中在那里,并在旁边再建造两座房屋,是可以做到的。这是值得的。 农场和港口表现不佳。 它们投资成本高、脆弱且位置孤立。 只有在确定能够保护它们时才建造。 要考虑剩余的波次并计算投资回报。如果初始成本大于回报,就不要建造它们。 在《冰湖》中,我只建造一个港口(离主基地最近的那个)。空中单位总是会摧毁它们。要留一些弓箭手专门保护港口。 防御方面 兵营>箭塔>>城墙 兵营比箭塔更好。 你可以调动部队来应对来自各个方向的敌人。 你可以在一开始选择武器,这样就能选择最佳的克制方式(下一部分会详细说明)。 8金币的升级通常比建造一个3金币的箭塔更好。 箭塔不如兵营好用。 你无法移动箭塔,这使得当下一波敌人从不同方向进攻时,它们就没用了。 建造箭塔的主要目的是吸收伤害。为部队/农场提供护盾 在《Dustein》中,为农场提供护盾(1个用于防御西侧的 trebuche,2个用于防御东北侧的自杀式炸弹) 在《Frostsee》中,为升级了石油的雪花攻击单位提供护盾。只针对那些(6-7个)会生成雪花的 boss 所在位置。不要再建造更多。 只有在别无选择时才使用城墙。 城墙或许能有效阻挡敌人,但也可能帮助敌人聚集并形成蜂群。这就是我在《Frostsee》中不使用城墙的原因。 为部队配备什么武器 近战单位 骑士对弓箭手有优势。即使数量上是1:4也能应对。 长矛对骑兵有优势。在《Dustein》中,4个长矛单位可以单枪匹马阻挡35个骑兵(将它们部署在那条狭窄的小路上) 链枷在《Frostsee》中对付雪球和 boss 战时非常强力。狂战士,我没用过(我用的是火弓手),所以不好评价。抱歉。远程单位方面:长弓手还不错,没什么特别的。十字弩手我也没用过,同样不好评价。猎人对付巨人很有效,达斯廷是使用他们的好地方。火弓手对付攻城器械和雪球时非常强力,要尽可能利用他们的溅射伤害。用你的化身风筝敌人或将部队引到火里。以上均基于我的个人经验,可能存在偏见。如果你有不同意见,欢迎留言。谢谢。

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本指南将帮助你完成施图姆克拉姆任务A、B、C、D、E和F的胜利。以助力达成【Ruler of STURMKLAMM】成就。 配置A和B: 武器:弓和匕首 技能:战马、玻璃大炮、快速研究 城镇中心升级1:皇家训练 城镇中心升级2:皇家精通 视频A和B

配置C:武器:暗影法典,技能:指挥官模式、远程伤害、借贷,突变因子:挑战射程之神,城镇中心升级1:建筑工会,城镇中心升级2:城堡强化 配置D:武器:弓与匕首,技能:奥术塔、城堡蓝图、远古圣坛,突变因子:无单位契约、挑战成长之神,城镇中心升级1:皇家训练,城镇中心升级2:城堡强化 配置E:武器:弓与匕首,技能:玻璃大炮、南瓜田、远古圣坛,突变因子:挑战猎鹰之神、无单位契约、挑战死亡之神,城镇中心升级1:刺客训练,城镇中心升级2:皇家精通 配置F:武器:弓与匕首,技能:玻璃大炮、南瓜田、远古圣坛,突变因子:挑战精英之神,城镇中心升级1:刺客训练镇中心升级2 皇家精通

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《王座陨落》寒霜湖任务D+E指南,展示分数15275分,大多数人应能在1小时内达到12500分 总览 基础分数:6776 金币奖励:590 突变体奖励:7909 总分:15275 提示:如果我选择3个而非4个突变体,总分将为12728分。

武器设置:长矛 技能: - 奥术塔(提升塔的射程和攻击速度) - 城堡蓝图(提升城墙和塔的生命值) - 强力塔(最近的塔攻击速度变为4倍) 变异挑战: - 挑战虎神(敌人造成更多伤害) - 挑战破坏之神(每波结束后建筑无法完全恢复生命值) - 挑战黄蜂神(前3波敌人数量翻倍) - 挑战死神(友方单位在夜间无法复活) 基地升级: - 建造者公会(每夜结束后1座房屋升级) - 城堡强化(降低城墙和塔的建造费用) 第1波: 建造基地:建造2座房屋(不要在顶部建造2座) 提示:生命值越低,你的技能持续时间越长 第2波: 建造火焰弓箭手,建造1座房屋 提示:用你的角色阻挡敌人因此它们需要更长时间才能到达你的弓箭手处 第三波:在湖上方建造防御塔,建造2座房屋 第四波:建造港口,建造2座房屋 提示:与第二波相同,只是难度更高 提示2:在你的弓箭手射击的瞬间使用技能。这样可以更容易让敌人在火焰中停留更长时间 第五波:升级基地(建造者公会),建造1座房屋 第六波:在敌人出生点附近建造1座防御塔,建造6座房屋 第七波:升级港口旁边的防御塔,升级港口和6座房屋 提示:让你的塔攻击弓箭手。你和你的弓箭手只攻击攻城机器 第八波:升级基地(否则这一波将变得不可能),建造城墙,建造2座塔并升级其中一座 提示:确保你的弓箭手待在里面。有可能不会损失城墙的一部分 (建议观看关于第9-13波的视频) 第9波:在基地附近建造所有防御塔(除了一个)。建造第二道城墙。升级房屋 提示:你必须待在最右侧的防御塔旁边。否则你会失去房屋 提示2:建议花费4金币建造带有近战抗性的铁匠铺。这应该能减少1.3点近战伤害,意味着减少23%的近战伤害。这会让 boss 战轻松很多! 第10波:升级湖左边的防御塔。上方的两座防御塔将作为油塔。将左边的升级为油塔。下方的将作为弩炮塔。建议你也升级那座塔。 提示:你可以将弓箭手聚集在防御塔左边。他们可以攻击敌人,而弓箭手无法反击 提示2:如果你建造了房屋,敌方弓箭手会隔着墙摧毁它,除非你用身体阻挡他们的射击。 第11波 建造弓箭手(否则本波的飞行单位会摧毁你的房屋) 将2座防御塔升级为石油塔 升级城墙 提示:你的两个目标是保护房屋免受飞行单位攻击,并通过站在墙外的塔旁边来保护它 第12波 升级大部分防御塔 建造坦克单位 提示:再次将弓箭手放置在与第10波相同的位置 提示2:使用坦克单位将左下角的波次拖延几秒钟 提示3:站在弓箭手旁边开始波次。在他们确定站稳后移动到右侧。保护右侧塔楼两波后,退回左侧。 第13波:建造地图最底部的防御塔,并将其升级为弩炮塔。 建造长矛兵。 建造左侧城墙。 以每个单位8金币的价格升级单位(总计32金币)。 提示:部队应聚集在基地后方,避免其自杀。最后3个Boss阶段需要用到它们。 更新:我刚发现可以让单位站在特定位置。按住Ctrl键进行编队。可以按Ctrl键将它们部署到特定区域,或者按住Ctrl键2秒后松开。成功操作后会有声音,部队下方会出现圆圈,它们就会站到正确位置。 提示2:你的任务是在弩炮防御塔和正确的燃油防御塔旁挂机。首领阶段: 1. 湖泊右下角 2. 湖泊左下角 3. 湖泊右下角 4. 湖泊左下角 5. 湖泊右上角 6. 湖泊左上角 7. 湖泊顶部(敌人将进入你的基地) 8. 湖泊右上角 9. 湖泊左上角 10. 湖泊顶部(敌人将进入你的基地)

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One way to complete Durststein emphasizing the player character as a main combatant while still protecting economy. Build Your Character Weapon Heavy Sword (switch to the Light Spear for quest-specific challenges) Perks Heavy Armor War Horse Melee Resistance Modifiers Challenge the Snake God Challenge the Falcon God Challenge the Wasp God Could add another (especially if shooting for Quest F - 12000pts). This will build your character to be a major combatant in your fights. Trample damage from War Horse, coupled with being more resistant and durable will ensure you can survive getting hit and pulling aggro from your buildings. This capability will be improved later throughout the level. Day One Setup After building the castle, buy the following: The closest Gold Mine Spearmen from the Barracks The closest north farm and a fieldhttps://steamuserimages-a.akamaihd.net/ugc/2036242598629179738/A7A3E618DBB7B264547C30F4FFAE840874297125/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false You will have to use the Spearmen and yourself to stop the cavalry coming from the south. Easy peasy. Early Eco Strategy For the first several days of Durststein, the Farms to the north are very safe. The overall goal is to selectively get Gold Mines which will provide you with enough money by Day 4 to do the following: Buy up Farms and Fields (Improved Plow) Level up the Castle with Royal Training https://steamuserimages-a.akamaihd.net/ugc/2036242598629250719/EDF0E9349CE3C693EFC7D335A538C1315B908EDB/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false In this early period, prioritize getting the stable income of 2 farms and some fields going as well, with leftover money. Your spears will help protect the south, where you can put a single wall and a tower to block the fast-movers. Between these very light defenses, you, and the upgrades, things are starting to look pretty. Don't be scared to use the arrows from your castle in this early period if you need to, though it shouldn't be necessary. By the top of Day 5, you should have 2 goldmines, 2 farms, Spearmen, several towers (2 at the north), a south-western wall, an upgraded castle giving you more potency in combat, and enough gold to upgrade even more. At this point, with 20 knights and 5 exploders coming from the south, I used my 16 gold for the following: Upgrade both farms (4gp each), and add 2 fields Buy a tower right next to the castle But the southern wall The wall and tower mainly give the exploders something to run into, don't worry if they get broken. Remember, you are a frontline tank. Charge the enemy and run into them for more damage, and aggro them on you to slow them down! https://steamuserimages-a.akamaihd.net/ugc/2036242598629305707/6D35CA986F476DBDB8221792551B7DFE0E743A48/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false Day 6 into Mid Game Day 6Day 6 allows you to get the 3rd northern farm, make more upgrades, add a field. At this point I also buy a wall to the north, a tower upgrade, and buy the 3rd tower in the middle of the farms. This strategy relies on you keeping the farms up so you can buy the last gold mine for another eco spike, while placing your Spearmen in places you can't be to slow the enemy down. Using this strategy it's common for your soldiers to lose a fight, and for you to have to run back to where they were defeated to clean up the mess. Fortunately, your economy will still be protected if you choose your fights right, as the farms are protected by multiple towers and a wall. Day 7It's very important now to get Magic Armor for 20gp from the castle, as your southwestern wall is about to be hit with exploders, giants, and some archers. On Day 7, you should also have enough to get a couple more fields to the north. I never bother with the southwestern farm + fields, that area is too difficult to wall off. Instead, with the last 3 gold, I buy a single tower facing down at the exploder entrance, and place my Spearmen to the south in the pass to the bottom-right of the castle to protect against the fast-moving cavalry. Magic Armor is what kicks this tanky build into high gear, massively increasing your damage output as long as you keep getting hit. Your perks, resistances, etc., should all start really coming into play here and your soldiers and defenses are there to stall in places you can't fight on your own. Using your own tankiness, you should be able to nearly solo the giants and archers without too much help from the tower and wall. Remember to keep running into, in circles, all over the place on top of your enemies using this build, you will damage them just by moving. Your sword's active ability is another area-of-effect attack, so you should be doing plenty of damage to keep up with these enemies. Day 8Upgrade 2 farms again. Buy the upgraded wall to the northeast of the farms (prioritize the farms -- you NEED to keep the farms going. Handle the fights there before moving on to other places. To the northwest, we've so far bought nothing. Buy a cheap wall and tower with your last 6 gold and call it a day. Those two defenses won't hold forever, but it'll be just enough for you to finish the fight near the farms and return to save the day. Running this, I went into the night here with 0 gold. Day 9 into Late Game Day 9You should be at the Day where 3 groups of 35 cavalry are charging you from 3 different directions. Playing through this level as I made this guide, I had 33 gold to work with here. Cavalry if left to their own devices will utterly destroy your economy, going out of their way to target it and the Castle. Upgrade your Barracks to get another group of Spears, place them to the southwest. Upgrade the wall there. Send 4 Spears to the Southeast/South (right below the castle) pass Upgrade the wall there also. You should now have about 10 gold left if you haven't made any massive eco losses. I used my last bit here to buy another upgraded tower to the northeast and buy some fields. This should be some of the last eco we buy. You'll take the fight to the north by yourself for PART OF IT. You can stay there for about half the battle's worth of guys, then leave your upgraded walls and towers to handle it. As you come back to your castle, you may see that the southwestern gate has already gone down, and cavalry are coming in. This is okay, just aggro them by charging in, and do your best to keep them away from your farms, castle, etc. They're fast, but you should be able to catch them and get them (or at least some of them) to chase you. Your 4 Spears should be able to handle the fights to the south, or at least stall long enough for you to be able to return. Doing this, I lost no economy buildings on this night. Day 10Upgrade the 3rd farm because there is no attack coming from the north here. After this, I had 32 gold left. Again, we're basically maxed on economy now, so this is a case to prioritize defenses. The wave is also coming from the opposite direction, which has been a little neglected. To remedy this: Buy 2 towers Upgrade both towers behind the wall (should be 5 gold each) Buy Fire Archers to the southwest, have them hold position behind the wall Buy Berserkers to the southwest, have them charge out at the catapults that are about to come Last 3 gold, buy southernmost tower Remember, you are the fighter here. You'll have to face tank a lot. I immediately rushed the catapults this night, and then go back to clean up the other stuff. The giants are important to take out next. Always remember to try to aggro enemies off of structures, clump them up in a group around you, and then charge through them with your AoE attack, your trample damage, and your AoE Special Ability. Not to mention Magic Armor kicking in here, so everything attacking you is hurting itself. This wave is actually pretty easy since everything is coming from the same side except the fast-movers to the north. Put half your spears up there, the other half to stall the exploders and other fast guys southward. Day 11Actually forgot to get the last gold mine here on Day 11, whoops. So I bought it real quick. It'll give you your money back + 1. Feel free to find a better spot to put it somewhere else earlier on. You'll have to tank the 12 giants to the north on this wave, but don't worry. We're getting our first Ballista to help out. Upgrade one of those towers to the north to a Ballista. Send your spears south to deal with the 35 fast movers, and if you're worried throw down the Barricades to slow them down further. With my remaining 17 gold, I bought the row of towers along the cliffside next to the Castle, and bought the wall south immediately south of the farms (just in case something breaks in from the south). This might be overkill, but we're swimming in money right now. But the final tower on the little precipice to the right of the castle, and you should be out of money. From here, I send my Berserkers and fire archers to the north to help me with the giants. Note that because of the help from the Ballista, and your upgrades from earlier, you should be able to tank all 12 giants and charge directly into them without dying. The Last Wave I went into Day 12 with 47 gold on my hands. Bought final upgrade for Spearmen (up to 12) Upgraded the lone tower to the northwest once (5gp) Upgraded 2 ridgeline towers (5gp each) Spent final 16gp to upgrade the southwest Barracks and Archery Range Split 12 spearmen across southeast and northwest where some real fast guys are. You can go half and half. Berserkers and Fire Archers are going to have to stay to the southwestern wall. This fight is long and staggered. The catapults to the southwest are important to kill, but don't come out for a while, so you can spend your time switching between fights as needed. You want to move back and forth, killing a few, removing pressure from the walls which need to stay up. I started the early part of this wave southwest and northeast often. The walls on the northwest and southeast (next to the castle) are likely to go down first, but if you are doing a good job alternating between fights, your defenses can otherwise take care of themselves for the most part. If you've had a good run up to this point, it's chill. Make sure to focus the catapults, giants, and exploders when you see them. Other enemies can be handled by defenses, except when there's a LARGE mob piling up. That is a good opportunity to rush in with your tank build and wrack up AoE damage. Conslusions I was able to use this player character build to handle other challenges on all of the maps, not just Durststein. Of course build orders will vary wildly depending on which map you're talking about. On the Durststein run I did as I was writing this guide, I achieved a score of 11601 using the following modifiers: Challenge the Snake God Challenge the Falcon God Challenge the Wasp God I'll do future runs with it, or maybe throw in Challenge the Tiger God, to achieve 12000 for Quest F. Hope this helps anyone get a fun time and do some more active fighting as opposed to a more commander-style tower defense mode. Glhf

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我花了好长时间才弄明白。要获得3皇冠,在第9晚结束时你需要正好228金币。在成功之前,我有很多次尝试都停留在227金币。希望这能帮到你!

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