![]() ![]() A special critical hit that cuts a vital artery, causing the foe to bleed and drain health for a bit.A chance to automatically revive when killed.The alternate barracks upgrade to the Assassin’s Guild is the Knights Templar, which produces high-defense foot soldiers similar to the knights from the original game’s Holy Order castle. A special attack that does extra damage.A dodge maneuver that includes a counterstrike.The ability for assassins to rob enemies of gold that you can spend on your own fortifications.They can wait in ambush, invisible until they’re ready to strike. ![]() The Assassin’s Guild produces - what else? - assassins. Strangely, the developers decided to stick to the same four base buildings from the original game: Barracks (pumps out foot soldiers to fight and block enemies on the ground), Archers (houses ranged bowmen), Wizard (has mages that cast spells from a distance), and Artillery (fires explosives that do area-of-effect splash damage).Īfter you upgrade these towers a few times, however, you’ll see the new structures that are specific to Kingdom Rush: Frontiers. Here’s a sneak peek at what Frontiers will offer: The towers But the enemies, the heroes, and, most importantly, the (upgraded) towers have. The concept hasn’t changed - keep the steady stream of enemy troops from exiting each level by peppering their path with turrets and other defense-based buildings. The beloved original has an average iTunes rating of five-out-of-five stars from more than 24,000 users, so we’re gonna confidently say, “Heck yeah.” The sequel, Kingdom Rush: Frontiers, is due out soon: this spring for iOS and later for Flash.
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