These don’t travel as fast or as far as crossbow bolts, but they have a chance to stun enemies.
The second possible Archers building contains tribesmen who throw axes. A falcon that increases the range of this and other nearby towers.Crossbowmen shoot a steady stream of bolts.Instead of the rangers and musketeers from Kingdom Rush, Frontiers offers up crossbow-wielding snipers that offer a balance of speed and range. 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.