![]() ![]() All of your units gain quicker speed at 40 minutes. This does not respawn, so guard it carefully. You get access to a transport ship at 20 minutes, named Wind, to get your Wights and White Walkers to otherwise inaccessible areas (such as Bear Island). Killing units will slightly heal your White Walkers, and bringing units to the Weirwood of the Night King will fully heal them. If a player owns the Dragonglass Mines, destroying its tower will stop the continuous damage effect on your White Walkers. Whenever a chief dies, a new White Walker spawns at your Weirwood, as long as the Night King still lives. The kill still counts if another player does it, so try to create conflict between players. You win when 5 of the 6 chiefs are killed (every player has one except P1 and P6). Wights will also spawn every 25 seconds outside of the Weirwood area, regardless of kills achieved. Every single kill up to 10 kills, and every 2 kills thereafter, will spawn a Wight. Wights will spawn at the Weirwood of the Night King when you kill enemy units. Chopping down the 3 Weirwood trees around the map (and fully collecting the wood), marked by blue flags, will stop the Children of the Forest from spawning at their respective Weirwoods. Each player using the forge will grant P6 +50 gold/5 min. Placing military units (excluding units belonging to P1 or P6) within the torches at the Wildling Forge will grant them +1 attack/5 min, as long as the Blacksmith and Forge are alive. Once you have a Warg, you permanently gain the Spies technology. A player can train a Warg for 2000 gold by bringing any unit to the statue at the Cave of the Three-Eyed Raven. The Dragonglass Mines are blocked by land for the first 20 minutes of the game to prevent being captured prematurely by The Others. Once the tower is destroyed, this effect ends. While any player holds the Dragonglass Mines, the White Walkers will slowly lose health. It is helpful to read the other players' quests, to prevent them from gaining an advantage over you that you didn't anticipate. There are multiple gold deposits northwest of the Wall. The Night's Watch has a deposit of stone behind the Wall, but they cannot use it. Stone mines are the only way to get the resource since markets are disabled. Stone is incredibly rare, so try to mine as many deposits as you can before other players can get to it. You don't want another player to steal a win without you noticing. Be aware of other players' victory conditions. P1 starts with Spies, so always be on the lookout for White Walkers or Wights attacking your weak points. Try to make allies with people that will help you complete quests that you need, or that are able to protect you from invaders. Forming a sea trade route is a good source of gold. ![]() The Winch Elevators at Castle Black can be used to carry troops up to the Wall, via garrisoning. IF YOU ARE PLAYER 8, MOVE MANCE RAYDER TO A SAFE LOCATION AT THE START OF THE GAME. ![]()
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