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Is the invincible hero library 3 useful?
I. Buildings and services

The village hall earns 500 gold a day.

Daily income of the town hall 1000 gold.

City Hall earns 2000 gold a day.

The capital earns 4000 gold a day and can only build one.

The fortress added walls to the city.

The fortress added the main arrow tower and moat to the city, and the arms and services increased by 50% every week.

The castle added two auxiliary towers to the city, and each arm increased by 100% per week.

The Magic Guild provides magic (1-5)

The market exchanges various resources.

Taverns hire heroes and visit thieves' unions.

The blacksmith shop produces combat weapons.

The resource warehouse is increasing resource output every day.

Shipyard production ship

2. Special architecture, weapons and heroes

Castle city

Brotherhood of swords increases garrison morale II.

Griffin Fortress increases the weekly yield of Griffin by +3.

Lighthouses increase the maneuverability of ships.

The stable increased the hero's mobility.

Special ability for life attack/injury prevention-speed recruitment of arms

Lancer 10 4/5 1-3 4 Ground

Long Axe Soldiers 10 6/5 2-3 5 Ground

Archer 10 6/3 2-3 4 remote control

Archers 10 6/3 2-3 6 can attack twice per turn.

Griffin can fight back twice in 25 8/8 3-6 6 flights.

The Royal Griffin 25 9/9 3-6 9 can fight back indefinitely.

Swordsman 3510126-95 ground

Crusader 3512/127-106 The ground can attack twice per turn.

Monk 3012/710-125 remote

Zealot 3012/1010-127' s long-range close-range attack power is not diminished.

Cavalry100151515-257 ground charge attack, +5% attack per grid.

Fighter10016/16 20-25 9 Ground charge attack, +5% per grid.

attack

Angel 200 20/20 50 12 does 150% damage to demons.

What damage does Archangel 250 30/30 50 18 do to demons?

150%, each battle can revive one of our troops.

Hero Knight Priest's Initial Ability (Attack/Defense/Method/Knowledge) 2/2/11/0/2/2

Dungeon:

War College+1000 Experience of Visiting Heroes

Treasure exchange deals with treasures and resources.

The magic vortex doubles the magic of the visiting hero.

A kind of arms in the field you occupy will randomly appear in the summoning door every week for you to recruit.

newcomer

Mushroom circles give Neanderthals a weekly yield of +7.

Life attack/damage defense speed class arms special ability recruitment office

The blind magic of Neanderthal 5 4/3 1-3 4 didn't work on it.

The blind magic of the demon caveman 6 5/4 1-3 5 didn't work on it.

Banshee 14 6/5 1-4 6 returned to its original position after the flight attack.

Bird Witch 14 6/6 1-4 9 flew back to its original position, and the enemy.

Unable to fight back

Viewer 22 9/7 3-5 5 Long-range and close-range attack power is not diminished.

Evil Eye 22 10/8 3-5 7' s long-range short-range attack power is not reduced.

The long-range and close-range attack power of Medusa 25 9/9 6-8 5 is undiminished.

And there is a 20% chance to petrify the enemy.

Barrier city

Tree demon seedlings increase the weekly yield of tree demon by +2.

The mysterious pond provides 1-4 random resources every week.

Lucky Fountain Makes Garrison Lucky +2

Miners' Union gives Dwarves +4 every week.

The weekly total amount of gold in the treasure+10%.

The special ability of life attack/damage defense speed weapon

Recruitment location

Centaur 8 5/3 2-3 6 Ground

Centaur Captain 10 6/3 2-3 8 Ground

Dwarf 20 6/7 2-4 3 has 20% spell resistance on the ground.

Battle Dwarf 20 7/7 2-4 5 has 40% spell resistance on the ground.

Forest Elf 15 9/5 3-5 6 Remote Control

Elf 15 9/5 3-5 7 can attack twice per turn.

Pegasus 30 9/8 5-9 8 makes the enemy use 2 more spells when casting spells.

force

Silver Pegasus 30 9/ 10 5-9 12 makes the enemy use 2 more spells when casting spells.

force

Tree demon guards 55 9/1210-143 The other side can't fight back when attacking on the ground.

When the Tree Demon Soldiers 65 9/1210-144 attacked the ground, the other side could not fight back.

Unicorn 9015/1418-227 has a 20% chance of being attacked on the ground.

Fang is blind, and the troops around him have a 20% chance of not being afraid of magic.

War unicorn11015/1418-229 20% can attack unicorns on the ground.

It can blind each other, and the local troops around it have a 20% chance of not being afraid of magic.

Green dragon18018/18 40-5010 fly 1-3 magic doesn't work on it.

Huang Jinlong 250 27/27 40-50 16 flight 1-4 magic doesn't work on it.

Heroic shooter druid's initial ability (attack/defense/method/knowledge)1/3/11

0/2/ 1/2

Ford city

Free trade unions can exchange resources with troops.

The escape tunnel allows the hero guarding the city to escape or surrender.

Heroes Hall adds 1 attack to visiting heroes.

The canteen gives monsters a weekly output of +8.

The special ability of life attack/damage defense speed weapon

Monster 5 4/2 1-2 5 ground

Monster 5 5/3 1-2 7 ground

Wolf Cavalry 10 7/5 2-4 6 Ground

Assault Wolf Cavalry 10 8/5 3-4 8 can attack on the ground twice per turn.

Demon 15 8/4 2-5 4 Remote Control

Demon leader 20 8/4 2-5 5 remote control

Ogre 40 13/7 6- 12 4 ground

Ogre mage 60 13/7 6- 12 5 The ground can turn to its own department every turn.

Bloodthirsty squad

Dapeng 6013/111-157 flight.

Thunderbird 6013/11-1511may increase the damage by 20%.

10x Thunderbird

Cyclops 7015/1216-206 can attack the city wall remotely, and the initial trajectory will appear.

study

Cyclops King 7017/1316-208 Long-range attack on the city wall will hit the ballistic target.

study

Beast16017/17 30-506 reduces the opponent's defense when attacking on the ground.

40%

Ancient behemoth) 3001919 30-509 reduces the opponent's defense when attacking the ground.

80%

Hero Barbarian Magic Warrior Initial Ability (Attack/Defense/Method/Knowledge) 4/0/11

2/ 1/ 1/ 1

Tuscaloosa

Treasure exchange deals with treasures and resources.

The library adds a magic to each level of the Magic League.

The watchtower broadens the horizon of the city.

The statue of wings makes Gargoyle's weekly output +4.

The knowledge wall adds 1 knowledge to visiting heroes.

The special ability of life attack/damage defense speed weapon

Kid 4 3/3 1-2 4 ground

Gao xiaogui 4 4/4 1-2 5 remote control

Gargoyle flight 6 6/6 2-3 6

Obsidian Gargoyle 16 7/7 2-3 9 flight.

Stone Man 30 7/ 10 4-5 3 The ground only does 50% damage to magic.

Tin Man 35 9/ 10 4-5 5 The earth is only damaged by magic 25%.

Magician 25 1 1/8 7-9 5 will not be countered during long-range melee, making Ben

M required for Fang casting is reduced by 2.

The great magician 30 12/9 7-9 7 was not countered in the long-range melee, which made Ben

M required for casting spells is reduced by 2, which can completely damage the troops in the city.

The damage caused by the flight of Elf 40121213-167 to the fire monster is 150%.

The damage caused by the flight of Elf Master 401213-1611to the fire monster is 150% each.

You can use the blessing spell once in a turn.

Naga11016/13205 The other side could not counterattack when attacking on the ground.

Queen Naga11016/13307 The other side could not counterattack when attacking on the ground.

Giant15019/1640-607 The earth is immune to psionic spells.

Titan 300 24/24 40-60 1 1 remote immune mind magic, right?

Black Dragon damage 150%, melee will not be countered.

The initial ability of the hero alchemist wizard (attack/defense/dharma/knowledge)

1/ 1/2/2 0/0/2/3

Second, magic.

1. air system:

Acceleration and consumption m6

The arrow consumes m5.

Shows that the treasure consumes m2.

Camouflage consumption m4

The light of destruction consumed m 10 for the second time.

Luck consumes m7.

Secondary consumption of lightning m 10

Accurate consumption m8

Monster recognition costs m4.

Three consumption of gas shield m 12

Three costs of killing ghosts m 15

Earth magic protection three consumption m 12

Hypnosis three consumption m 18

Two earthquakes and four consumptions m24

The Four Costs of Counterattacking m24

Weimenwu consumption m25

Five expenses for taking m20.

Five Costs of Mirror m25

Summon Air Elves: Five Consumption m25

2. Soil series:

Protection consumption m5.

The dull skills cost m6.

Stone skin consumption m5.

Display resource consumption m2

Death wave consumption m 10

Air magic protection consumption m5

Secondary consumption of quicksand m8

Three costs of resurrection from death m 15

Anti-magic three consumption m 15

Earthquake consumption m20

The operation cost of obstruction is 3 m 12.

Meteor shower consumption m 16

Resurrection requires four M20s.

Four costs of grief surgery m 16

Four fees for returning to the city m 16

Five major costs of implosion m30

Summon the Earth Elves costs 5 m25.

3. Fire fighting system:

Bloodlust consumes m5.

A curse swallowed m6.

Water Magic Protection Consumption m5

The second cost of blindness is m 10.

Second consumption of firewall m8

Three costs of fireball m 15

Mine three consumption m 18

Three major costs of disaster art m 12

Doomsday spells cost 4 M24s.

Crazy consumption of four M20s.

Four consumption of fire shield m 16

Four major costs of Berserker m 16

Hellfire IV consumption m 16

Four expenses of slaughter m 16

Five costs of sacrifice m25

Summoning the fire elves costs m25.

4. Water supply system:

Blessing consumes m5.

Treatment cost m6.

Dispelling consumes m5.

Fire magic protection fee m5.

It costs m6 to call a boat.

The second consumption of ice hammer is m8.

Remove obstacles and consume m7.

Shipwreck cost m8.

Weak operation consumes m8.

Amnesia consumes three times m 12.

The third consumption of refrigeration ring m 12

Happy management m 12 tertiary consumption

Three costs of transmission m 15

Four costs of cloning m24

The four costs of prayer m 16

Four consumption of water walking m 12

Summon water sprite five consumption m25.

Third, skills.

1. Air Magic: Increases the power of air magic.

2. Archery: Increase the lethality of our long-range troops.

3. Armor: Reduce the damage to our army.

4. Artillery: Enable the hero to use the giant arrow car to increase the number of launches and power.

5. Ballistics: Enable the hero to use the rubble cart, and increase the accuracy, shooting times and strength.

6. Diplomacy: Increase the possibility and number of neutral troops joining our army.

7. Hawkeye: enables the hero to learn the magic cast by the enemy in battle.

8. Earth magic: increase the power of earth magic.

9. Industry: Enable heroes to give us extra money every day.

10. Fire Magic: Increases the power of fire magic.

1 1. assistance: increase the effect of medical tents.

12. Understanding: Increase the maximum value of hero magic.

13. Leader: Work with you to improve the morale of the troops.

14. Learning skills: increase the experience gained in combat.

15. Logistics: increase the mobility of heroes on land.

16. Luck: Increase the luck of the troops around you.

17. Mysticism: It can speed up the recovery of the hero's mana.

18. Navigation: Increase the upward movement of Hero Sea.

19. Summon the Soul: You can turn the dead troops into skeletons.

20. Offensive science: increase the lethality of our melee troops.

2 1. Guide: Reduce the influence of terrain on hero mobility.

22. Resistance: The offensive spells cast by the enemy may be invalid.

23. Scholars: Enable heroes to learn spells from each other.

24. Reconnaissance: Increase the hero's vision.

25. Witchcraft: Increases the power of offensive magic performed by heroes.

26. Science of Tactics: Enable heroes to rearrange their troops before the war.

27. Water magic: increase the power of water magic.

28. Wisdom: Enable heroes to learn higher magic.