Thronefall
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Thronefall Perk guide and overview.
От ORANGUTAN
Having amassed hundreds of hours in the game and obtained multiple High Scoring records, I would like to share with everyone the current state of perks in the game.

The aim of this guide is to describe the use cases of all the perks in the game and when you might want to pick them up in certain game modes. As certain perks work better in Eternal Trials and others work better in Campaign Map High Score runs, I will refrain from creating an overall tier list in this guide.

Guide updated for v1.71 of Thronefall.
Guide written for v1.61 of Thronefall.
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Royal Mint
(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.
Arcane Towers
(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.
Heavy Armor
(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.
Castle Fortifications
(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.
Ring of Resurrection
(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.
Commander Mode
(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.
Architect’s Council
(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.
Warrior Training
(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.
Castle Blueprints
(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.
Gladiator School
(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.
War horse
(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.
Glass Cannon
(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 another good perk in Eternal Trials (click on the perk to make it greyed out in Eternal Trial stage selection, the perk will be removed from the drop pool, but will not have any effect on your King).
Big Harbors
(Harbors have capacity for 2 additional fishing boats, have +100% more health and spawn with one boat on the water. Upgrading them to level 2 costs +3).
One of the big 3 economy perks that comes with associated risks when picking it (your building might get razed providing no benefit). Big Harbors is an amazing perk that is widely used in Campaign Maps and a very strong early stage contender in Eternal Trials. This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game, as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. The health bonus mostly shines in Campaign Maps, where a ram or wasps won’t be able to level your harbors as easily.
Verdict: pick this in Campaign Maps such as Frostsee, Uferwind and maybe Wildbach. The earlier you pick this up in Eternal Trials, the better off you will be in the long run.
Elite Warriors
(All of your units have +50% health).
Solid Eternal Trials perk that synergises very well with Healing Spirits and Health Potions. It will significantly boost your unit survivability and in turn allow them dish out more damage. Brings up your early game power.
Verdict: a solid perk but it is less valuable than most of the damage perks. Put it somewhere in the middle of your Eternal Trials priority list.
Archery Skills
(All your archers have +60% more range and +60% more projectile speed).
This perk exists mostly to help out Hunters and Dragon Rider deal with air units such as Furies and Flying wizards before they can collapse on your defences. Do not worry about not having this perk for a very long time in Eternal Trials as it is not a significant damage boost.
Verdict: nice to have as a QoL perk for your archers but not essential. A lot of Eternal Trial runs will never see this perk being picked.
Faster Research
(All of your research starts with 1 day of progress already complete, so all upgrades finish much faster. All upgrades cost -1 gold).
A very good Eternal Trials perk that will allow you to only start researching resistances from night 6-7 and have them all finished for the final night. This allows you to invest more gold into the economy earlier and give you more resources to work with later.
Verdict: researching resistances becomes important at/after stage 10 of Eternal Trials, so that is when you should start thinking about picking up this perk.
Fortified Houses
(Houses have +250% more health and shoot arrows at enemies dealing 8 damage to enemies nearby every 5 seconds on level 1 and every 1.66 seconds on level 2).
Barely does anything for level 1 houses, but becomes amazing for level 2 houses. Synergises incredibly well with Resilient Residences and should both perks be obtained, creates a risk free economy/tower wall hybrid on Uferwind in Eternal Trials AND Campaign Map. It also makes a big difference on Frostsee and a small difference on Sturmklamm and Durststein. Reduces the odds that you will die early while being able to pump all your gold into the economy.
Verdict: you love to have this upgrade in Eternal Trials as investing in economy makes you more survivable. Not the highest priority perk, but it will make your defences more well rounded.
Pumpkin Fields
(Every mill gives +1 income and fields have +400% more health).
One of the big 3 economy perks that comes with associated risks when picking it (your building might get razed providing no benefit). Pumpkin Fields is an amazing perk that is widely used in Campaign Maps and is a very strong early stage contender in Eternal Trials. This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. The health bonus mostly shines in Campaign Maps, where wasps or archers won’t be able to level your fields as easily.
Verdict: pick this in Campaign Maps such as Nordfels, Durststein, Uferwind and maybe Wildbach. The earlier you pick this up in Eternal Trials, the better off you will be in the long run.
Healing Spirits
(All healing effects on you and your units are +65% more effective).
This perk 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 in Eternal Trials.
Verdict: Less valuable than Heavy Armour and God’s Lotion, but still makes a big difference in regeneration when acquired. Once you have this perk, almost always take Magic Armor castle upgrade for an insane survivability boost.
Ice Magic
(Every enemy you touch is slowed. All slow effects on enemies last +200% longer and slowed enemies move 40% slower).
Synergizes very well with the current tank meta in Eternal Trials and should be more highly considered to round off your King's distraction ability.
Verdict: a solid CC perk that can now turn your King into a slowing machine.

v1.61
(Slow effects on enemies last +200% longer and slowed enemies move -40% slower).
Barring Barricades and The Spear that only work on fast units, there are only 2 sources of slow in the game - wind spirits that puts in little work due to being single target and Ballista Spire that is pretty much the exclusive upgrade in Eternal Trials if you wish to deal enough damage to elite enemies. It has the highest success in slowing down elite ogres, elite big spiders and elite rams to an absolute crawl.
Verdict: a decent CC perk that does not to be taken in every Eternal Trials run.
Melee Resistance
(You, your units and all of your buildings start the game with +30% resistance against melee attacks).
Causes your units to take ~74% damage from melee attacks and stacks multiplicatively with blacksmith upgrades. This could create a scenario where your units take only ~39% of damage from melee attacks, should all melee resistance blacksmith get researched on top of having this perk. Resistances become very important at/after stage 10 of eternal trials as your units will need to tank damage for long periods of time and not get overrun.
Verdict: One of the two types of resistances available from perks. An important part of your defence in late Eternal Trials stages and should be considered once the stage counter passes 10.
Power Tower
(The tower you are closest to gets a significant attack speed boost of +266%).
This perk is an Eternal Trials monster as it turns your Castle tower + Ballista Spire into an elite enemy one-shotting machine gun. Provides extreme overall DPS increase and saves a ton of gold as one tower gains the value of almost 4. Works very well on Sturmklamm Campaign Map as a Sniper tower + Ballista Spire allows you to quickly pick off all of the pesky Quickslings from safe range.
Verdict: take this on Sturmklamm and put it on almost the top of your priority list in Eternal Trials.
Ranged Resistance
(You, your units and all of your buildings start the game with +30% resistance against ranged attacks).
Causes your units to take ~74% damage from ranged attacks and stacks multiplicatively with blacksmith upgrades. This could create a scenario where your units take only ~39% of damage from ranged attacks, should all ranged resistance blacksmith get researched on top of having this perk. Resistances become very important at/after stage 10 of eternal trials as your units will need to tank damage for long periods of time and not get overrun.
Verdict: One of the two types of resistances available from perks. An important part of your defence in late Eternal Trials stages and should be considered once the stage counter passes 10.
Treasure Hunter
(You get +15, +25, +40 extra gold before the last three waves).
With Interest getting capped and this perk getting buffed, Treasure Hunter became much stronger than ever in Eternal Trials.
Verdict: Went from low tier to must open with in Eternal Trials as it will always generate 80 extra gold in 5/6/7... night stages when Interest cannot. Even in a ten night stage, it might be very difficult for Interest to overtake Treasure Hunter. Start and exit your Eternal Trials run until you see this perk being presented for night one.

v1.61
(You get +10, +20, +30 extra gold before the last three waves).
The bonus gold might sound enticing at first, however due to the way economy and the Interest perk work, this perk becomes quite irrelevant when it comes online. You are most likely to already have several hundred or even a thousand gold by the time the bonus starts coming in and this perk does nothing for you early game when you are most struggling for cash and are most likely to die in Eternal Trials.
Verdict: Almost bottom of the priority list unless you open with it in Eternal Trials while opening with Interest.
Sustainable Mining
(Your mines produce +1 gold and their income is reset back to 7 every time they are destroyed).
Makes gold mines even more amazing for-kick starting your economy and should be sought after early in Eternal Trials. It also pairs very well with Architect's Council to allow you to build wealthier mines earlier.
Verdict: Take this on Durststein and reset the bottom mine on night five by letting an exploder roll to it. Has about the same value as Big Harbours and Pumpkin Fields in Eternal Trials now.

v1.61
(Your mines have +400% more health and their income can never drop below 3).
One of the big 3 economy perks that comes with associated risks when picking them (your building might get razed providing no benefit). Sustainable mining is however nowhere near as strong as the other two (Pumpkin Fields and Big Harbours).
This stems from the fact that boosting any form of early gold gain carries exponential rewards in the late game as that gold gets reinvested back in the economy and also the Interest perk has more time to multiply it. However, Sustainable Mining does not do that, but it only starts paying off after 5 rounds of purchasing the mine and this makes it so Pumpkin Fields are better than Sustainable Mining on a three gold mine map Durststein!
Verdict: Do not pick this in Campaign Maps as even on Durststein, Pumpkin Fields are simply better. Not very exciting to pick up in Eternal Trials either.
God’s Lotion
(You regenerate health at +110% faster and the delay before your health regeneration kicks in is reduced by -50%).
This perk 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 in Eternal Trials.
Verdict: a solid perk that is less valuable than most of the damage perks. Put it somewhere in the middle of your Eternal Trials priority list.
Melee Damage
(You, your units and all of your buildings start the game with +35% melee damage).
With extra perk slots, this perk finds some use with Falchion&Traps to create a monstrous one-shotting machine when paired with Glass Cannon and Warrior Training.
Verdict: Possibly meta on Frostsee, but still filler Eternal Trials perk that prevents you from obtaining a different, stronger one.

v1.61
(You, your units and all of your buildings start the game with +30% melee damage).
As all of your towers do ranged damage, this perk has little benefit to the overall DPS of your army. It only really benefits Flails and Hunters in melee (Hunters have fantastic melee DPS by the way), but you never feel good about picking this up in Eternal Trials.
Verdict: filler Eternal Trials perk that prevents you from obtaining a different, stronger one.
Anti-Air Telescope
(Flying enemies have -25% max health and deal -25% damage).
While hunters destroy wasps and furies, dragon riders and scarecrows destroy all air units, this perk just never really feels worth picking up as air raids will never truly overrun your defences on their own.
Verdict: current solutions are sufficient in dealing with air units, so don’t bother picking this up in Eternal Trials.
Health Potions
(All of your units heal themselves by 2.5 health per seconds).
This perk synergizes really well with Healing Spirits and Elite Warriors. Will make your units brush off all the chip damage such as random projectiles or AoE hits. It cannot, however outsustain elite enemy damage, but only lessen it to a certain extent, so this perk somewhat falls off in the later stages of Eternal Trials.
Verdict: almost as good to have as Elite Warriors and Healing Spirits in Eternal Trials, but it should not be heavily prioritised.
Ranged Damage
(You, your units and all of your buildings start the game with +25% ranged damage).
As all of your towers do ranged damage, this perk has great benefit to the overall DPS of your army. However, it is slightly less valuable than Commander and Arcane towers.
Verdict: Pick this up when you can to max out your towers’ damage output.
Stronger Heroes
(Your hero units from the hero’s quarters have +50% more health and are +40% stronger).
As only half of the Eternal Trials maps contain a Hero Quarter, this perk will see limited use. Moreover, two of those three maps (Wildbach and Sturmklamm) are already very good maps, so making them even better by picking Hero’s Quarter is not crucial.
Verdict: Don’t worry about this perk unless you love playing on Uferwind in Eternal Trials and already have access to the Architect's council.
Loan
(Start the level with +7 gold but the first 10 gold dropped by enemies disappears).
As mentioned before in this guide, we absolutely love boosting our early game gold. This perk does exactly that and in the biggest way possible. We love it in Campaign Maps and we love it in Eternal Trials. While being paired with Interest, it is used in almost every High Score Campaign Map and puts in great work in Eternal Trials as well.
Verdict: take this in Campaign Maps and always take this when you see it in Eternal Trials for either a “free” castle upgrade or more economy buildings!
Elite Towers
(Every tower that was freshly built or upgraded during the last day receives an elite marker for one night making it deal +65% damage).
The bonus wears off far too quickly to ever provide a meaningful long term boost, however fully buffed (all damage perks) Sniper towers with Elite markers will bring ogres to ~10% HP after just two shots!
Verdict: more damage is always welcome, however it is too situational to make getting this perk a priority. Don’t stress about skipping this one in Eternal Trials.
Ancient Shrines
(Shrines do not have to be purchased and shoot +50% stronger projectiles but they require +100% more energy to be activated).
This perk comes with a rather hefty drawback of requiring far more sacrifices that you may have access to in order to activate a Shrine. This means that in early stages of Eternal Trials, you will miss out on a lot more shrine activations and therefore gold and High Score. Eventually, the increase in wave size as stages progress will negate this problem and make this perk very worthwhile to pick up.
Verdict: if you reach Stage 16 and beyond, the damage bonus will significantly increase your chances of surviving the early game in Eternal Trials.
Lighter Materials
(Your auto-attack cooldown is reduced by -33%).
Pairs up very well with Glass Cannon and Warrior Training to create a King DPS machine in Campaign Maps. Worth considering with The Bow and the newly buffed Shadow Codex for great curse spreading potential.
Verdict: the 8% increase buff turned this perk from decent/good to very good and will make a big difference to your damage (especially if you are already one-shotting mobs) in Campaign Maps and its ET distracting potential is even higher now.

v1.61
(Your auto-attack cooldown is reduced by -25%).
Maximum mutator (10-11 mutators) runs relly on loading up on tons of damage in order to be able to deal with ultra buffed up enemies. Having a source of attack speed for your King carries a straight ~33% increase to his DPS.
Verdict: very good in maximum mutator attempts and helps a little bit to be able to distract a few more ogres in Eternal Trials. Don’t pick this up in Eternal Trials unless you have to.[/spolier]
Spell Scroll
(The cooldown of your active ability is reduced by -35%).
A very weak perk that does not offer very much in either Campaign Maps or Eternal Trials. Assassin already halves our cooldown in Campaign Maps and only The Spear’s ability is remotely useful in Eternal Trials.
Verdict: don’t pick this up.
Daredevil
(The lower on health you are the more additional damage you deal (up to +115%)).
Only ever used in speedruns to instantly annihilate all mobs at spawn points. Forget about using it anywhere else.
Verdict: don’t take this unless you speedrun.
Emergency Repairs
(Walls are repaired during battle using materials from other walls, allowing them to share their health).
Synergizes quite nicely with Castle Blueprints. Creates a scenario where enemies require a critical amount of DPS before they can breach your gate, otherwise it out sustains their damage. Quite useful despite appearing otherwise at first glance.
Verdict: prioritise it as much as Castle Blueprints in Eternal Trials.
Interest
(At the beginning of each night you gain 1 gold for every 3 gold you have left in your chest (rounded up), but never more than 20).
The infinite compounding ability of this perk was capped greatly. It will no longer provide you an extra 1000+ gold, but less than 200 or even 100. Still has some use on Nordfels, but loading up damage perks in order to be able to handle more mutators is now the right way to go about high scoring in campaign maps. Eternal Trials value is also diminished greatly. At least those annoying unspent 1 gold leftovers will provide some early game boost, so there is that.
Verdict: Try to get this before you reach ten night stages in Eternal trials, but don't sweat about starting with it.

v1.61
(At the beginning of each night you gain 1 gold for every 3 gold you have left in your chest).
We have arrived at the most important part of this guide. Introduction of the Interest perk has revolutionised the way Campaign Map High Scoring is approached and also made forcing opening with Interest in Eternal Trials (start and exit first map in Eternal trials to refresh your choices until you see Interest) a must should you wish to obtain a decent High Score. This perk’s balance comes from the fact that it does nothing for you in the early game when any gold is critical but the sooner you get your economy fully online, this perk will start to exponentially multiply your riches making sure you finish each run in the hundreds or maybe even in the thousands. This perk does not often help you survive better, in fact picking it in Campaign Maps will make it harder to survive as you are sacrificing a different perk, but will push your High Score through the roof. Don’t ever leave your house without this perk if you ever wish to score high in Thronefall!
Verdict: pick this 100% of the time if you wish to obtain a colossal High Score!
Relentless Research
(Research buildings immediately continue to make research progress when they respawn after being destroyed).
Only ever viable on Wildbach and even then you should be able to wall off the entire map before requiring to research anything making this perk incredibly low value.
Verdict: Don’t pick this up unless you never wish to expand East on Wildbach.
Explosive Walls
(Walls explode when destroyed, dealing damage to all enemies near them. The explosion damage increases with the level of the wall).
Ideally, you are working your hardest not to have your walls get breached in Eternal Trials, so this perk has limited use cases. Elite enemies can usually shake off the explosion and keep pushing and you can only force the most explosions on Uferwind and you should avoid playing that map whenever you can.
Verdict: comparable to explosive traps mills which is easily the weakest mill upgrade. Not essential at any point of your Eternal Trials run.
Resilient Residences
(Your houses have more health and they continue paying taxes when they respawn after being destroyed).
Synergises incredibly well with Fortified Houses and should both perks be obtained, creates a risk free economy/tower wall hybrid on Uferwind in Eternal Trials. It also makes a big difference on Frostsee and a small difference on Sturmklamm and Durststein. Reduces the odds that you will die early while being able to pump all your gold into the economy.
Verdict: you love to have this upgrade in Eternal Trials as investing in economy makes you more survivable. Not the highest priority perk, but it will make your defences more well rounded.
Timber Scaffolding
(Tower upgrades are no longer limited by the castle centre level and the build cost of towers is reduced by 1).
The buff will make those castle tier one sniper towers just a little bit more affordable, which could make or break your late game run. Synergizes with Castle-Up to create a total of 26% price reduction on building and maxing a tower.
Verdict: even better than before and the greediest players will combine it with Castle-Up to squeeze out even more score out of their Eternal Trials runs.

v1.61
(Tower upgrades are no longer limited by the castle centre level).
Seems like a lacklustre perk, but has fantastic value in late stages of Eternal Trials when you need a strong makeshift defence very early. Being able to afford a Sniper Tower on castle tier one to be able to hold off a 35 Ogre push on night two provides a big out to incredibly dangerous early game pushes when you are most likely to die.
Verdict: can be a godsend on Stage 16 and beyond in Eternal Trials, but otherwise has very limited utility. Consider picking it up at some point in your run.
Closing statements
This guide is subject to updates when new perks get introduced into the game or current perks get reworked.

The End.
Комментариев: 4
Titus Pullo 10 ноя в 6:48 
Very well thought out breakdown. For the love of the game, Thank you posting.
Goraf Ironwill 20 окт в 2:41 
Thank you kind sir
Jax_Cat 20 июл в 12:14 
Damn, this is the only guide that mentions Wildbach. Struggling to get 20k highscore, but this is at least giving me some decent pointers.
tuesday 28 июн в 3:06 
what is an eternal trial i haven't played since frostsee