In terms of biological yield, except for the "breeding shed" of the power castle and the "life sacrifice" of the miracle building, no building can increase the yield, nor can the castle, which is very different from previous generations. However, the hero's "aristocratic" skills can increase production. The specific functions, construction conditions and resource requirements of each building are divided into four types: public buildings, similar buildings, biological stations and special buildings. That is, buildings with similar functions but different names, construction conditions and resource requirements in castles of different races.
1, Magic Guild and Library
Five of the six races are magical races, and each race has its own magical faction. Fortress (Power Castle) is the only type of castle without corresponding magic.
Five magical races can set up their own magic guild in the castle. On the premise of not building a library, only the magic of one's own faction will appear in the magic guild, and the number is one or two magic, three or four magic, and five magic 1. In addition, a library of adjacent magic factions can be built next to the Magic Guild, so that there will be several more magic of corresponding factions in the Magic Guild, the number of which is one, two and three, four and five 1.
When a hero visits the castle, the first-level magic guild can restore up to 35% of the hero's maximum mana, 50% of the second-level, 65% of the third-level, 80% of the fourth-level, and the fifth-level supplement. If the hero stays in the castle at the end of the turn, regardless of the level of the Magic Guild, the mana will be fully replenished the next day.
2. blacksmith's shop
Sell goods and medicines. Props are first-class treasures that can only work on the hero himself. Ethnic names play a role in building preconditions and resource requirements. The well-ordered castle alchemist's shop sells binoculars, mage's staff, chain mail, as well as healing agents, immortal agents, cold agents, fireproof agents and adhesives. The village hall is 3000 gold, 4 wood/mine and other resources are each 1. The thieves' guild of Chaos Castle sells giant swords and crossbows. As well as recovery potions, immortal potions, magic potions, acid and devil's fire village hall 3000 gold, 4 wood, 10 ore life castle paladins sequence paladins sell swords and steel armor in order, as well as recovery potions, immortal potions, recovery potions, laughter potions and holy water village hall 3000 gold. The Ore Death Castle 14 armory sells long swords, chain mail and small shields, as well as recovery potions, smoke of despair, poison bottles, poison bottles and immortal potions. In the village hall, there are 3000 gold, 4 wood and 10 ore natural castles, and the Ranger Association sells longbows, leather armor and small shields. As well as healing potions, healing potions, strength potions, powerful potions and magic potions, the village hall is 3,500 gold, and the 20-wood strength castle arsenal sells tomahawk, giant sword, leather armor, small shield, as well as immortality potions, healing potions, resistance potions, endurance potions and quick potions. The village hall is 5,000 gold, 12 wood/mine, 3. Miracle building.
That is, the ultimate building. Look at the building that can only be built after the treasure map has dug up the Holy Grail. It doesn't need to spend resources, and the Holy Grail will disappear automatically after the construction is completed. The big library, a big library with a racial name, generates 3000 gold every day, increasing the magic effect of the order department by 50%, increasing the effect of the magic academy and restoring the hero's magic value by 25%. All the orderly castles here will have 1-5 magic, even if the school of magic has only one level. Chaos Eye of Chaos Castle produces 3000 gold every day, and the magic effect of chaos is increased by 50%. Avatar, the incarnation of the Castle of the God of Life, generates 3000 gold coins every day, and the magic effect of the Castle of Life is increased by 50%. The evocation effect increased by 65,438+00%, and the maximum number of evocation times increased by 50%. Summoning stone, the summoning stone of nature castle, produces 3000 gold every day, and the natural magic effect is increased by 25%. The life sacrifice of Power Castle produces 3000 gold every day, and the biological output of our city is increased by 100%, and that of other castles is increased by 25%. The fourth generation of games followed the third generation of shelters and most of the treasure boxes. In addition to the trading shacks that used to buy and sell resources for three generations, this generation of "Dark Cloud" expansion has also added scrolls of magic purchased by colleges, and parchments corresponding to factional magic appear randomly for purchase, including two kinds of magic at 1-4 level and one kind of magic at level 5. In addition, there are three generations of flag facilities such as stables, ponds, oases and lighthouses. It has been used as an auxiliary facility for operations. In addition to fine-tuning the effect, hotels and inns for various terrains have also been added. After the visit, the map mobility of all army members is +2, and each grid only consumes 1 point on five terrains: lava, desert, swamp, snow and waste soil. The effect lasts for 7 days, but only the upper limit of movement power is increased on the day of visit, and the current movement power is not increased.
Like the three generations, all treasure houses have to fight a certain number of defenders and then obtain corresponding resources or treasures. The number of defenders is random, the upper limit will change according to the difficulty of the game, and the lower limit will remain unchanged. The number of defenders in the treasure house will gradually increase over time, and the speed of increase has nothing to do with the original number, but only with the type of treasure house. After the number of defenders increases, the reward for winning the battle will also increase accordingly, not only money, but also the level or quantity of treasures. Money is not a hiding place for resources. After the number of defenders increases, it may provide treasures for the victors. The fourth generation provides a treasure house refresh system. After the treasure house is emptied, the defenders will reappear after a period of time (one month and one day). At this time, although the number of defenders was small, they won a lot of rewards after the victory, which was equivalent to accumulating on the basis of the rewards when the defenders reappeared.
In addition to following the setting of three generations of defeating monsters-gaining resource treasures, the expansion of Dark Clouds also adds two kinds of arenas. Heroes will be upgraded after defeating the black dragon or the dragon. Most of the settings of the third generation are used in the mine. In addition to seven kinds of regular mines, the types of waste mines have also increased to seven, and the guards have also diversified. At the same time, it also introduced vein setting, that is, it cost 2500 gold coins to build it into a normal mine. Three generations of windmills, waterwheels, fairy gardens and other facilities that provide resources at random have been used. Except that the waterwheel produces 65,438+0,000 gold per week, the others produce 5 units of corresponding resources or 500 gold per week. The difference is that the fourth generation will automatically produce after the occupation, and there is no need to visit once a week.
The name of the abandoned mine indicates that the abandoned sawmill is guarded by a certain number of troops and can only be occupied after defeating the defenders. Garrison can be set in the map editor. If it is not set, the garrison is a combination of wolves, thieves, or skeletons and ghosts. The garrison intensity (total experience) is basically between the random first-class wild soldiers and the random second-class wild soldiers (the lowest is higher than the upper limit of the first-class wild soldiers, and the highest is equivalent to the average intensity of the second-class wild soldiers). Give up a certain number of alchemy laboratories guarded by the army before the occupation. You can set the garrison in the map editor. If not, the garrison will be orcs, sons of demons, or a combination of skeletons and ghosts. The garrison intensity is basically between the random second-level wild soldiers and the random third-level wild soldiers. Other abandoned mines are guarded by a certain number of troops and can only be occupied after defeating the defenders. You can set the garrison in the map editor. If not, the defenders will be cave giants, Gargoyle, Neanderthals, or a combination of skeletons and ghosts. The strength of the garrison is basically between the random first-class wild soldiers and the second-class wild soldiers. Because the four generations of heroes all participated in the war as military units, the attributes of the units have changed, and the facilities for strengthening field capabilities have also changed. In addition to adding various panel data, it also provides convenience for upgrading different kinds of skills. Similarly, because of the division of camps and factions, the magic shrines for learning magic in the original work are also divided into five types: life, death, order, chaos and nature, and you need to master the corresponding magic skill level to learn.
The permanently enhanced professional name indicates the hero's melee and long-range defense after visiting the arena +3 hero speed after visiting the mercenary camp +65438+ 0 hero's maximum mana after visiting the sacred fountain+3 hero's melee attack power after visiting the training ground+3, long-range attack power +2 hero experience value after learning the stone tablet+1000 hero experience value after visiting the dream master +500. If there are multiple dream teachers in a level, the experience value is+1000 when visiting the second level,+1500 when visiting the third level, and so on. The knowledge tree costs 2500 gold or 5 gems, so that the hero's level can be upgraded by one level. Heroes' gems can be divided into four types: defense, magic, speed and attack. Increasing the corresponding index of heroes respectively can only improve the ability of a hero. After the upgrade, the gem will disappear. Schools/universities will randomly have two or four main skills for heroes to learn, so they can only choose one. Learning costs 2000 gold, divided into war and magic, corresponding to the corresponding skills. The Veterans' Guild spent 2000 gold coins to upgrade a hero's non-magical skills to a higher level. You can only improve your skill level, but you can't learn new skills. The library spends 2000 gold coins to upgrade a hero's magic skills to a higher level. You can only improve your skills, but you can't learn new skills. A non-magic master skill appears randomly in the animal trainer's cabin for the hero to learn for free. A magic master skill appears at random in the witch cabin for the hero to learn for free. Nine altars, corresponding to nine different skills, allow heroes to obtain a skill level of their own department (learning new skills or upgrading existing skills by one level), and only one hero can be promoted. After promotion, the altar disappeared as a temporary reinforcement.
The duration of the reward provided by the temporary reinforcement facility only lasts for one battle. In addition to three generations of facilities to increase morale and luck, it also includes the improvement of heroic ability and the corresponding rewards of different factions. There are four kinds of ability enhancement, and the effect can only last for one battle. The visit has the following effects.
: 1, hero health+25%; 2. Damage value+25%; 3. Both; 4. Speed +3, speed spring speed +3. Heroic health +25%, damage +25%, vitality +25%, strength +25%, morale of chaotic faction members in the army +25% 2, morale of death and nature faction members+1 morale of dead faction members in the army+2 after visiting the Temple of Death. The morale of members of Chaos and Order School is+1, the morale of members of Life School in the army is +2, the morale of members of Order and Nature School in the army is+1, the morale of members of Chaos and Life School is+1, the morale of members of Order School in the army is +2, and the morale of members of Death and Life School is +66.