To understand the difference, see: Signpost. Note: the unlockables listed on each island are those unlocked there, and not necessarily found there. On every island, except for the Skull Island, the Monarch can encounter signposts that will unlock new mounts, statues and hermits that can help them on their journey. If the player start a new save or manually select a different island, they'll lose everything, and start from scratch. The Monarch will also bring the content of their pouch. Each knight can also bring up to 4 additional archers from their company. When travelling to the next island, using the boat, the Monarch can bring up to 3 builders, 4 archers, and 3 knights. On the map screen, the player can confirm the travel to the next island or change the selection by tapping the left and right buttons to choose any island already unlocked, except the one the boat was rebuilt on.Īll islands have similar geography, but each successive island gets progressively larger and harder, affecting the amount of stuff that can exist in the Kingdom, including portals, vagrant camps, all sort of Kingdom structures, and unlockables. This, up to the fifth island, which give access to the sixth, also known as the Skull Island, where there is no boat at all, but a special condition to escape from there. Setting sail from an island for the first time in a campaign makes the next island in sequence accessible-on the map, the clouds over it vanish. The Kingdom has to repair the boat and set sail for new lands. At this stage, all other islands on the map are covered by clouds. And to add to the problems, they will happily pick up the boulders from your catapults to hurl back at your kingdom.There are six islands in total, and only the first one is available upon starting a new campaign. Not only that, but they aren't alone: Breeders will stop and spew up Greed who will keep throwing themselves at your walls. Breeders are slow and strong, and do not fear the light of day. If they aren't shot down quickly, they will swoop in and carry one of your men off into oblivion.īreeders: Breeders are tough cookies. But if they're not accompanied by a Breeder, they'll run back to their portals at dawn.įloater: These flying monsters fly slowly right over your wall. Some will come bearing different masks acting as armor defending them from multiple arrow shots. They continue to grow in numbers as time goes on. The Greed: These are the most common foe. Make sure you don't destroy his camp in the woods, or else he'll leave never to return! Miraculously he will soon return full of gold you can then spend upgrading your land. Trader: Standing at your home base, for one coin, your trader will go off on his own to mysteriously barter with who knows what. If you are running low on gold, go find one of these men to collect a stream of coins they have collected. Farmers are the key to making a stable economy. Having a worker build a tower will automatically send the proper number of archers to oversee the land.įarmers: Your farmers are just as important as the rest of your people. When night comes, they will stand ready behind your walls steadily clearing out the hordes of foes looking for gold. They hold a bow in their hand and will go off on their own to patrol your borders, collecting coins from hunting animals. They can also build and maintain catapults, which will deal massive damage to the enemies that attack during the night.Īrchers: Archers are your main force of defense. Spend coins on dirt mounds, boulders, streams, and trees to send them to work clearing and building up the land. Builders: These workers can be identified by their handy hammers.
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