Thronefall Perk guide and overview.

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(Your castle centre produces 1, 2 or 3 additional gold per day depending on its level). It used to produce its first additional coin as soon as you entered the game, which made it a very good Campaign Map perk. Nowadays, it is a risk free early to mid game economy upgrade in Eternal Trials. Verdict : only think about picking this up after stage 10 on Eternal Trials, unless it’s bundled with some other amazing perk. (All of your towers have +20% range and their projectiles deal +33% more damage to enemies). Towers, namely Castle/Sniper/Bunker Tower into Ballista Spire are your main sources of elite enemy DPS in Eternal Trials (elite enemies boast x4 HP and x3 DMG multiplier!). We want to collect all the tower damage boosting perks to create a source of DPS that can deal with mass elite ogres, mass elite big spiders and other big elite threats. Verdict : a very important late stage Eternal Trials upgrade that should be strongly considered unless presented in the very early stages. It also works great with Commander Mode in Campaign Maps. (You have a massive +250% more health and +35% more self-healing). Before self-healing was introduced in the game, this perk synergised greatly with The Spear in Campaign Maps. Currently, it is an amazing Eternal Trials perk that is part of the three perk King combo (Heavy Armor + God’s Lotion + Healing Spirits) that allows the King to play very greedy in the early game and save up a lot of gold. Verdict : pick this up as soon as you see it in Eternal Trials as it will greatly improve your odds of creating a deep run. Once you have this perk, always take Magic Armor castle upgrade for an insane survivability boost. (Your castle centre has a +150% health. The interval between its attacks is reduced by -67% and its attack range is increased by +50%). An Eternal Trials perk that makes you feel just a little bit safer and less likely to die from an unfortunate wasp flyby or a poorly defended roller rush. This perk is not crucial at any stage of the run and is pretty low on the priority list as even level three castle DPS is quite mediocre against elite enemies. Verdict : only take this when it gets bundled with something else that is good. (The first time you die each night, you are revived immediately and all of your dead units are revived with you). This perk might seem like a safety net when you mess up with King micro at first glance, however it is an important tool to help you survive brutally difficult early nights in late Eternal Trials stages. Once all of your units have fallen and your King only has a sliver of health, you immediately and intentionally let your King perish to bring all of your units and King back to full health and hopefully clean up the rest of the wave before your castle gets overrun. Verdict : an out to a seemingly unwinnable Eternal Trials night one-three. It requires some solid forethought and planning to utilise properly and has limited use cases. Only think about picking up this perk past stage 14 on Eternal Trials. (All of your units and buildings deal +40% more damage to enemies but your own damage is 60% less effective). As we can now take 5 perks in the Campaign Maps, going for unit and tower damage route requires taking this perk and sacrificing your King's damage as it provides the biggest raw damage buff in the game. The damage bonus is also crucial to be able to keep up with late stage elite enemy pushes and is very important to obtain eventually. Verdict : not very important in the early stages of Eternal Trials, however it becomes a must to pick up that flag once the stages reach double digits. Commander Mode is also a very viable Campaign Map perk, if you decide to delegate your damage to units and towers. (The build options from the next castle centre upgrade are already unlocked. This means you have more building options to choose from early in the game). Even with 5 perk Campaign Map limitation, this perk still has little potential to shine there. However, it becomes absolutely amazing in Eternal Trials as it gives you way more early game economy and army options, which allow you to survive the early nights when you are most likely to perish. Some economy ideas include: Double/triple Harbour and/or gold mine on castle tier one on Frostsee, Double Harbour on castle tier one on Uferwind, Double Gold Mine on castle tier two on Sturmklamm, Double Shrine next to your castle and a Gold Mine on castle tier one on Wildbach. It also allows you to pick from either melee or ranged units should they not be available on low castle tiers without this perk. Heroes are also unlocked sooner. Verdict : a fantastic perk that increases your starting options on most of the Eternal Trials maps. Strongly consider picking it up when you see it. (Your weapon becomes more powerful every night all the way up to to +100% for this final night). This perk’s main purpose is to allow your King’s damage to scale with the increasing enemy health bonus from the Growth God mutator in the Campaign Maps and should usually be paired with Glass Cannon to achieve a huge damage increase, while only taking up two perk slots. Loses most of its value in Eternal Trials due to Commander Mode's debuff and Glass Cannon getting turned off. Verdict : very good on Nordfels, Frostsee, Sturmklamm and Wildbach Campaign Maps, especially when paired with Glass Cannon. Very weak in Eternal Trials once Commander Mode is obtained. (Walls and towers have +50% more health). It might become viable in Campaign Maps on Uferwind one day (if we are able to take way more perks), however currently it remains as a somewhat solid buff to your walls’ HP in Eternal Trials. The tower HP buff is not very relevant as your towers should not be taking almost any damage, because you have walls and units absorbing almost all of the incoming hits. Verdict : consider this in Eternal Trials when you have Emergency Repairs. (Units are trained +75% faster. Training facilities train a reservist that spawns instantly once the first unit dies). Tiny buff that changes little when sixteen of your units are missing. Verdict : some temporary movement speed burst on spawn would be extremely welcome, so units could get back to battle faster. v1.61 (Units are trained +75% faster). Due to the large walking distance from the training grounds back to the battlefield and low movement speed of most units, this perk loses a lot of its value. Its main benefit is if you lose your hero, it might come back before the night is over. Verdict : this perk would have been a lot better if it also provided some increased unit movement speed, so units could get in the heat of battle faster. Not very important to pick up in Eternal Trials, because of low unit movement speed and razed training buildings preventing this perk from working. (Your horse is +20% faster and riding over enemies deals 2.4 damage to them and 0.35 damage to you). No longer used in Campaign Maps as pairing it with glass cannon will cause your King to self-destruct when running over slimes. However, it remains as an excellent choice in Eternal Trials due to the large health pool of your King from other perks and will allow you to steamroll peasants, archers and slimes with Magic Armor. Verdict : solves 100+ slime/peasant/archer rushes in night one-two in Eternal Trials. It will also help to distract strong elite enemies slightly better. Put it on the lower end of the pickup priority list. (You deal +80% more damage but you have -80% health). The best way to increase your early and mid game King damage in Campaign Maps, but will cause your King to get one-shot by a lot of enemy types. Damage snowballs further with Assassin castle upgrade and scaling of Warrior Training. On the other hand, Eternal Trials's accumulation of tanking and healing perks makes Glass Cannon completely unusable. Verdict : use it in conjunction with Warrior Training in Campaign maps and always turn it off when it's bundled with anoth

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GHub Platform · автор26.08.2026, 00:34:29

(Your castle centre produces 1, 2 or 3 additional gold per day depending on its level). It used to produce its first additional coin as soon as you entered the game, which made it a very good Campaign Map perk. Nowadays, it is a risk free early to mid game economy upgrade in Eter…

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