Kingdom Two Crowns – Hermit Buildings - Magic Game World

Kingdom Two Crowns – Hermit Buildings

Kingdom Two Crowns – Hermit Buildings

Hermit buildings can be constructed with the help of specific hermits and typically serve completely different purposes than the structures they are upgraded from.

 

 

The Stable

Hermit: Hermit of Stable

Upgraded from: Tier 2 Farms

Cost: 8 Coins

Usage: Mount Storage

 

Stables can hold up to 2 mounts, providing monarchs with an easy-access way to switch mounts. Once constructed, the stable will check if the current island has any valid mounts. For a mount to be valid, it must have been unlocked with gems and ridden at least once during the current reign. If any valid mounts are present on the island, they will walk over to the stable to be stored. If there aren’t enough valid mounts to fill both spots, the stable will spawn a default horse to fill a spot, but only if the player is not already riding a default horse. If there are still available spots with no more valid mounts to fill them, the stable will pick two random valid mounts from other islands to spawn instead. This allows a monarch to theoretically store one of every type of mount on each island, but it would require building quite a lot of stables. Stables will never spawn a mount if it already exists on that island, including the default horse.

 

 

Rally Walls

Hermit: Hermit of Horns

Upgraded from: Tier 4+ Walls

Usage: Rallying Troops

 

The Hermit of Horns can upgrade Tier 4+ walls into rally walls, which can be paid 1 coin to rally all archers, squires, and knights to temporarily defend that side of the map. Knights normally assigned to defend the opposite side of the map can also be sent to attack in the rallied direction during this time.

 

 

The Mighty Ballista

Hermit: Hermit of Tide

Upgraded from: Tier 4+ Towers

Usage: Crowd Control & Heavy Damage

 

The mighty ballista is a powerful defensive weapon manned by a worker, and it essentially performs the same function as a catapult. It deals the same amount of damage as a catapult but also has a longer range, requires only 1 worker to operate, fires projectiles that breeders cannot throw back, and has the height advantage of an archer tower, meaning it fires directly at clusters of enemies, hitting more enemies than a catapult on average. Unfortunately, the worker operating the mighty ballista is just as vulnerable to floaters as any other archer in a tower. Like catapults, the mighty ballista must be wound back by the worker before each shot, and this is done automatically after each shot.

 

 

The Armory

Hermit: Hermit of Valor

Upgraded from: Tier 4+ Towers

Usage: Extra Squires

 

An armory simply provides an additional spot at which to purchase a shield, giving the monarch the ability to hire one extra squire for that side of the map. These squires function identically to those purchased from the castle, and since upgrading squires to knights and building more armories are always options, this building provides a convenient way to amass an insanely powerful army.

 

 

The Bakery

Hermit: Hermit of Baking

Upgraded from: Tier 4+ Towers

Cost: 15 Coins

Usage: Easier Vagrant Hiring

 

Bakeries are the easiest way to hire new peasants. They can be paid 4 coins to bake a single loaf of bread, which will attract vagrants to the bakery, where they will eat it. A single bakery can hold up to 7 loaves of bread at a time. Vagrants might get confused if there is more than one bakery. Due to the distance between vagrant camps and your kingdom on the 5th island, the Hermit of Baking is essential if you plan on successfully completing the 5th island.

 

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    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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