From Newerth: Savage Wiki
[edit] kiausiniene
| This is the most important building in the game of Savage. Once a team's Stronghold (or Lair) is destroyed, the game is over. The Stronghold serves as a spawn point for all players at the start of the game. It is also a place to drop off gold and redstone that is mined.
A Stronghold can produce up to 10 commander-controlled workers (NPCs), and is also where the main player units (Savage, Legionaire) are researched. Once all criteria have been met, the commander will be able to upgrade the Stronghold to the next tier. Upgrading a Stronghold to the next tier will increase its hitpoints and also change its appearance. When the Stronghold is being attacked a vocal alarm will sound.
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[edit] kiauliu ddenis
| Cost; 1000 redstone, 1000 gold
The Garrison serves as a mini-Stronghold. The Garrison serves as a spawn point for players, can produce workers, and is also a place to drop off mined resources. The only difference between a Garrison and the Stronghold is that only the Stronghold can research upgrades to the next tier and research Savages and Legionnaires. When a Garrison is under attack a vocal warning will be given and the location of the Garrison under attack will flash on the minimap.
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[edit] kriu kriu
aaaaaa gelbekit kiaules smirda
[edit] begemotu center
| Costs 500 redstone. Allows item research. Important building. On most maps, you can get on top of it pretty easily.
Enables: Research of medkit and ammo pack. Research center is required for Level 3 research at the Stronghold.
Researches: All items. If the required factories are built.
when destroyed: Ammo pack and medkit becomes unavailable.
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| General: Comes in 3 flavours. Magnetical, electrical and chemical. Need to have at least one of the three if you want to win a game. Costs 800 redstone each.
Enables: Depends on which one it. Mag enables magnetic weapons, items, shield tower upgrade and the shield buff. Elec enables electrical weapons, items, shock tower upgrade and the elec buff. Chem enables chemical weapons, items, mortar tower upgrade and the speed buff. Each factory adds 100 to the pool for that buff. Meaning that if you 3 elec factories, the buff pool for elec can have at most 300 points. Each buff takes 75 points from their pool.
Researches: Nothing. But unlocks researches in other buildings.
when destroyed: The whole column falls away. Example: If the last magnetic factory is destroyed, all magnetic weapons and items are disabled. The magnetic buff pool is zero. The magnetic buff becomes unavailable cause the pool doesnt replenish anymore. The shield tower upgrade is unavailable. Same for the other factories. In other words, dont let them be destroyed.
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[edit] Electric Factorium
| Costs 800 Red Stone
Enables: Electric factories enable electric weapons, items, shield tower upgrade and the electric buff. Each factory adds 100 to the pool for that buff. Each buff takes 75 points from their pool.
Researches: Nothing. But unlocks researches in other buildings.
When Destroyed: All Electric tech is unavailable. Example: If the last electric factory is destroyed, all electric weapons and items are disabled. The electric buff pool is zero. The Electric tower upgrade is unavailable.
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[edit] Chemical Factorium
| General: Costs 800 Red Stone.
Enables: Chemical factories enable chemical weapons, items, mortar tower upgrade and the speed buff. Each factory adds 100 to the pool for that buff.
Researches: Nothing. But unlocks researches in other buildings.
When Destroyed: All chemical tech become unavailable. If your siege is down, don't let them destroy chem too, as chem tech is the best building destroyer.
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[edit] sudu parduotuve
| General: Required for siege units. Important building. The siege is crucial in destroying the enemy base quickly. Additionally, the Siege workshop is possibly the best human structure for making a base sac-proof.
Enables: Is required for the SH lvl 3 research.
Researches: Ballista (500 Red Stone and Catapult (1200 Red Stone).
When Destroyed: Siege units become unavailable.
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[edit] Monastary
| General: Healers. Usually only build if there is plenty of Red Stone. Can make it harder to win, as every chaplain is one less fighter. If used well, it helps.
Enables: Chaplain tech, Which is researched here too.
Researches: The chaplain and associated items (Ressurrect and the health potion).
when destroyed: Chaplains become unavailable.
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[edit] Guard Tower
| General: Provides simple defense. Costs 250 Red Stone and 1500 gold. Shoots arrows at enemies. Can be upgraded for 250 Red Stone and 3000 gold.
Enables: Nothing.
Researches: A guard tower can be upgraded to one of the three other towers. These upgrades each require a factory of that kind. Chemical enables mortar towers, Electric enables shock towers and Magnetic enables you to upgrade to Shield towers.
When Destroyed: Nothing is disabled, but if base defenses are gone, the base usually quickly follows. Keep the shield towers alive at all costs.
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[edit] Mortar Tower
| General: Mortar Towers are structural modifications that replace Arrow Towers. The tower fires chemical based glass bomb mortar rounds. The tower does allot of damage and has an average splash but can be nullified by a storm shield. Without shield it takes 1 sacrifice, 2 summoner hits or 1 behemoth swing to destroy. With shielding it will take 4 sacrifices, about 10 summoner hits or 4-5 behemoth swings to destroy.
Enables: chemical factorium.
Researches: Nothing.
When Destroyed: Nothing is disabled, but if base defenses are gone, the base usually quickly follows.
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[edit] Shield Tower
| General: Shield Towers generate massive magnetic repulsion fields capable of protecting buildings from damage in a large area. Within the shields aura buildings receive only 25% of damage. Shield towers can't shield other shields and the effect does not stack up. It is one of the most important buildings in a human base since it renders the effect of attacking other buildings almost useless.
Enables: magnetic factorium.
Researches: Nothing.
When Destroyed: The shield for nearby structures is gone.
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[edit] Shock Tower
| General: Shock Towers detect and destroy incoming enemy projectiles. When a enemy hits the Tower, it gets a heavy electric hit and looses allot of Lifepoints. Fire weapons are useless in an area around the electric tower and it does allot of damage. Without shield it takes 1 sacrifice, 2 summoner hits or 1 behemoth swing to destroy. With shielding it will take 4 sacrifices, about 10 summoner hits or 4-5 behemoth swings to destroy.
Enables: electrical factorium.
Researches: Nothing.
When Destroyed: Nothing is disabled, but if base defenses are gone, the base usually quickly follows.
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