King's Power Single Player StrategyThe following are some strategies for the single-player game:
1. [Market location: The best location for the market is directly below the palace. This way, the tax officers can return as soon as they leave the house. It's safer and faster.] Moreover, the income brought by the commercial carriage was multiplied by the market level.
2. [Mage Training: Recruit a Mage when the enemy is in front of you and use Invisibility Magic to cover you for a while.(Don't worry about the money, because Mages burn money. If you don't have money, don't play Mages.) This way, Mages can level up quickly.]
3. [Arena: The arena is a special place. It is only for entertainment. Most of the time, it is not useful.]
4. [Base Defense: Mainly depends on the Warrior Guild, Dwarf Residence, and Ballista Tower.] The blood leader of the warrior guild could also summon warriors back to the camp, which could reduce the pressure on the defense.
5. [Quick Paladin]: This is a jack of all trades, there are very few checkpoints that this move cannot overcome. If the game didn't give up, they could tear down the other buildings and make it more difficult.
6. [Special Hero Combination: Druid + Priestess is suitable for killing time when you have money or for specific maps.]
7. ** Opening Strategy **:
- If they had the money, they could build one guild each in the first four guilds, and if they wanted to use the strategy of quickly rising to the main city, they would need at least a Thief and Priest guild, and then they would have a chance to fill in the Warrior guild, but they did not need an Archer.
- The dwarven camp was located outside the base, while the other guilds, shops, and markets were located inside the base.
- He could consider placing one or two archer towers in the rat holes and graveyard areas.
- The three basic opening methods were: one for each of the four guilds, one for each of the Thieves and Priests Guild, and one for each of the Thieves and Priests Guild, and one for each of the Thieves and Priests Guild, and one for each of the Lords. Any opening would require one to immediately place the market and research health potions.
8. ** Things to do at the beginning of the game **:
- They quickly cleared the monster nests around the base.
- Quickly explore the map behind the base and clear out the monster nest.
- Most of the map bases had trading centers behind them. They had to be discovered and established as soon as possible.
- He quickly opened up a large area of the map.
9. ** Mid-Market Strategy **:
- Under normal circumstances, each of the four guilds would build one, and the dwarven camp would build one. At this time, they would set up a tavern to study and form a team. Warriors as the leader could form three teams of four: Warrior, Priest, Archer, Dwarf, and Thief.
- Quickly upgrade each guild to level 2 and learn the first attack skill. After that, the hero's attack power will greatly increase. Furthermore, the Thieves Guild's skills would be maxed out first, and it would be best if the Warrior Guild's Summoning Alarms were also upgraded.
- There were three development routes: priority to upgrade all four guild skills; priority to upgrade the blacksmith equipment; main base to level up 3 to prepare for the Lord.
10. [Lord's Choice: The most useful lords are the Holy Knights and the Radiant Priestesses.] Paladins were very good at tanking monsters, and the Priestess Camp had resurrection skills, which could save a lot of money. Usually, they would first leave the camp of the Priestess of Light and upgrade their resurrection skills without the Priestess. After gathering the other three heroes, they would then directly form a party with the Priestess.
11. [Mid-level team: Each team must have a Priest or a Priestess of Light, and there must be four of them.] They could build a camp first and not send out any heroes. When they could send out four heroes at once, they would send out all four people at once and then immediately form a team. Each four-man party needed a Warrior, Dwarf, Paladin, Sword Saint, and other heroes who could tank monsters, one who could heal, and the other two could be chosen at will (generally, they could choose Elves and Mages, and if they had money, they could join other Lords). It was easier to control a team with an elf as the leader, and having an elf in the team could also increase the speed of the entire team. Mages had higher attack power, but they needed the protection of dwarves and paladins to unleash their power. Generally, a Lord was not needed as the captain. Firstly, a Lord was not sensitive to missions and the team was not easy to control. Secondly, a Lord as the captain would bring the team to the Lord's base in the wild to recover their strength, which was less efficient.
12. [Late-game strategy: At this time, there should be at least three teams of Warrior, Priest, Archer, and Dwarf, two teams of Paladin, Priestess, Elf, Mage (or others), and one team of three Thieves and one Priest.] Blacksmith Shop Level 2, all weapons Level 2, Market Level 2, treasures Level 2, all guild skills upgraded. According to the difficulty of each stage, the way to deal with it was different:
- For simple missions, one's combat strength might already be sufficient at this time, and one might even be able to clear the mission earlier.
- For a BOSS quest, one's combat power was usually sufficient at this time. One could save the quest and try out the battle once. If they could not defeat the boss, they could continue to upgrade the Blacksmith Shop, weapons, markets, and treasures. Finally, they could also choose to build and upgrade the potion shop, and accumulate about 50,000 gold coins for resurrection during the war.
While waiting for the TV series, you can also click on the link below to read the original work of "Little Fox Demon Matchmaker" to understand the plot in advance!