- Mar 31, 2012
- 182
- 35
Lets do this side by side... A little easier that way
Building Name (Building Type, cost) - Effects, if any?
Do note that the research to increase durability increases HP of buildings by 20%.
Left side List:
Right Side:
Not too sure about some parts, as I didn't use all the buildings and tactics, nor are they really useful. So this is the best I can do I guess.
Building Name (Building Type, cost) - Effects, if any?
Do note that the research to increase durability increases HP of buildings by 20%.
Left side List:
Wood Bridge (Path, 10) - Can be destroyed by tactic "Bridge Drop" or "All Bridge Flushed"
Stone Bridge (Path, 20) - Can be destroyed by tactic "Bridge Drop" or "All Bridge Flushed", does more damage?
Foldable Bridge (Path, 30) - (Require Confirmation) Enemy units other than dragon riders have 30% chance of moving to another area, and reduces enemy morale by 1. Can be destroyed by tactic "Bridge Drop" or "All Bridge Flushed"
(Not sure of this name) Marked Plains (Trap, 50) - Stops the movement of mechanical enemies, walking and riding enemies have 50% chance of being unable to move to other areas.
Plain of Maze (Trap, 50) - 50% chance of causing walking, riding and mechanical enemies being unable to move to other areas. Allows tactic "Plain of Maze Follow-up attack".
Pitfall/Hole (Trap, 30) - When walking, riding, and mechanical enemies invade this area, 40% chance of them being rendered unable to act(this includes attacking). Allows Tactic "Follow-up attack on hole".
Big Pitfall/Hole (Trap, 200) - When walking, riding, and mechanical enemies invade this area, 60% chance of them being rendered unable to act(this includes attacking). Allows Tactic "Follow-up attack on hole".
Magical Trap (Trap, 100) - Monsters are stopped. Walking, riding and mechanical enemies have 25% chance of being unable to move to another area.
Tentacle Magic Trap(Trap, 200) - Monsters are stopped. Walking, riding and mechanical enemies have 50% chance of being unable to move to another area.
Barricade (Defense Building, 5) - 3 Def, 160 HP. Boost 2 defense, 3 attack. Takes damage for allies, recovers ally units' HP every turn.
Metal Barricade (Defense Building, 30) - 3 Def, 260 HP. Boost 2 defense, 7 attack. Takes damage for allies, recovers ally units' HP every turn.
Right Side:
Wall of Soil/Clay Wall (Defense Building, 100) - 8 Def, 300HP. Boost 5 Def. Takes damage for allies, recovers ally units' HP every turn.
Stone Wall (Defense Building, 150) - 10 Def, 500HP. Boost 8 Def. Takes damage for allies, recovers ally units' HP every turn.
Tower (Defense Building, 50) - 7 Def, 300HP. Boost 15 Attack, 3 Def. Takes damage for allies, recovers ally units' HP every turn.
Cannon Tower (Defense Building, 150) - 7 Def, 300HP. Boost 22 Attack, 3 Def. Takes damage for allies, recovers ally units' HP every turn.
Castle (Defense Building, 400) - 12 Def, 700 HP. Boost 8 Attack, 8 Def. Takes damage for allies, recovers ally units' HP every turn. Allows Tactic "Castle Explosion".
Cannon Castle (Defense Building, 700) - 12 Def, 700HP. Boost 15 Attack, 8 Def. Takes damage for allies, recovers ally units' HP every turn. Allows Tactic "Castle Explosion".
Big Cannon Castle (Defense Building, 1200) - 12 Def, 700HP. Boost 20 Attack, 8 Def. Takes damage for allies, recovers ally units' HP every turn. Allows Tactic "Castle Explosion".
Fake Castle (Defense Building, 10) - 0 Def, 80 HP. No boost. Takes damage for allies, recovers ally units' HP every turn. Allows Tactic "Castle Explosion"(?).
Hygiene Camp (Defense Building, 50) - 0 Def, 200 HP. No boost. Takes damage for allies. Allows Tactic "Emergency Healing".
Soldier's Tent (Defense Building, 50) - 0 Def, 200HP. No boost. Takes damage for allies. Allows Tactic "Attack Up".
Not too sure about some parts, as I didn't use all the buildings and tactics, nor are they really useful. So this is the best I can do I guess.