World 1: Pridefall Kingdom

Slimes from Googunk Glade have overrun Pridefall Kingdom. Re-build your defenses and take back your lands from the miscreant muci!

**Maps:** W1 map pictures are found here.

## Campaign Progress Unlocks

* Level 1-2 locked step by step walkthrough with Fee
* At Level 2 only Quests, Store, Achievements and Tower Upgrades are accesible
* Level 3 unlocks 30-day Login Bonus (only if you play online).
* Level 5 awards Lancelot for free and unlocks Hero tab (Smoulder, Obsidian, Efrigid and Mabyn to buy).
* Level 7 unlocks Masamune to be bought
* Level 8 unlocks Endless mode and Necro-Connie Story
* Level 9 unlocks Connie to be bought and Elixir Mine
* Level 10 unlocks Daily Trial and Legendary mode.
* Level 11 unlocks Hogan to be bought
* Level 12 unlocks Bolton to be bought
* Level 17 unlocks W1 Challenge mode (need Smoulder and Efrigid to play)
* Level 20 unlocks **World 2** for free.

## Towers

For more detailed stats on the towers, upgrades, build cost, etc. please refer to this spreadsheet or look at this Reddit postfor simplified (but not 100% accurate) description.

### Archer Tower

 Archers with a lot of range and a great rate of fire. Effective versus air and ground.

Enhancements:

* **Multi Shot** - 3x - Periodically rains arrows down on targets.
* **Scout** - 1x - Increase the range of this and all nearby towers.

Upgrades:

* 4 stars - Double Archers - Two heads are better than one!
* 5 stars - Increased Range - Fly, arrows, fly!
* 6 stars - Chance of Slowing - Don't ask why those arrows are so sticky.

Anti-air?: attacks and Multi Shot both air and ground (air priority).

*Tips. both enhancement are of value and should be strategically deployed. 1) **Multi Shot** basically always worth atleast one upgrade 2nd and 3rd often worth too. 2) **Scout** usually one or two per map if you position it so more towers benefit from it, it should be worth coin price.*

### Barracks

 A small fort that releases troops to engage enemies. Effective at stopping ground units.

Enhancements:

* **Sword Spin** - 3x - Troops perform a spinning attack damaging multiple enemies.
* **Royal Shield** - 1x - Boosts the health of troops.

Upgrades:

* 4 stars - Three Troops - Three is definitely a crowd!
* 5 stars - Increased Health - It must be all that exercise!
* 6 stars - Increased Damage - Watch out! Those swords are sharp!

Anti-air?: ground only.

*Tips. great base troop towers, almost always worth bulding few. But rarely worth upgrading. 1) **No upgrades** generally best not to upgrade it, and only upgrade if your troops die and you need to stop enemies by ressurecting them instantly by upgrading tower. 2) **Sword Spin** decent upgrade to help aoe enemies, but generally not worth it. 3) **Royal Shield** never ever good idea to use it, it is not really worth much in general, but mainly it is bugged same as W2 mead hall armor. When troops are respawned after being killed they won't have this buff, and you would basically waste those coins.*

### Cannon

 A roaring cannon that lobs explosive shells at groups of enemies. Effective against groups of ground units.

Enhancements:

* **Barrage** - 3x - Periodically erupts with massive boulders damaging all enemies in range.
* **Rockets Away** - 1x - Launches a rocket that targets the farthest enemy on the board.

Upgrades:

* 4 stars - Burn Damage - Smells like... victory!
* 5 stars - Increased Damage - Boom, baby!
* 6 stars - Chance of Stun - They'll be seeing stars!

Anti-air?: attacks and barrage ground only. Rockets Away ground and air.

*Tips. Rarely worth it due to large amount of coins. Only build and upgrade where you can ensure ti will hit multiple enemies at once. 1) **Barrage** toooo costly especially first upgrade, and definitely not worth this steep price. 2) **Rockets Away** - always worth it, it is nice dmg and has global range, always going after enemy closest to exit.*

### Wizard Tower

 A wizard that fires powerful beams of magic that rip through enemies in a line. Effective against lines of ground units.

Enhancements:

* **Magic Aura** - 1x - Casts a magic spell providing increased movement and attack speed for allies.
* **Teleport** - 3x - Periodically teleports enemies back.

Upgrades:

* 4 stars - Wider Beams - Don't call them fat. They're sensitive.
* 5 stars - Increased Fire Rate - Wizards are so important!
* 6 stars - Cheaper Construction - But the same great quality!

Anti-air?: attacks ground only. Teleport ground and air.

*Tips. Pretty bad as damage tower, and basically never worth building, IF! you won't upgrade it for enhancements. 1) **Magic Aura** always must have atleast one tower with this, but price is pretty high so only upgrade this in place where you will have your heroes so they can always benefit from haste aura. 2) **Teleport** - almost always worth it atleast 1st, but with each upgrade price goes up so in campaign they're usually not worth it.*

## Enemies

All enemies (including bosses) along with their stats, skills, damage, etc. are listed here in spreadsheet.

For enemy kill counts toward Achievements and Daily Missions visit W1 enemies HERE.

**tips and commentary:**

* There is no real memorable non-boss W1 enemy that poses real problem as far as campaign and regular mid difficulty. Slimes who can summon another slimes when killed can be somewhat difficult early on as you can easily be ovewhelmed by too many enemies.
* At high difficulty content (Tournament, Weekly Misison, High diff. RS), it is the usual suspects that can pose the problem: It is fast moving enemies (Spider and Warthgog), flying units (Crows), and ranged enemies (Skeleton Archer).
* Lack of enemies with CC, or physical/spell armor makes this generally easy world.

## Strategies, tips, and commentary

* For Campaign and Legendary
	+ Masamune, Connie, Hogan & Bolton: usually recommended to skip all of them. They are decent for W1&2 campaign, but then quickly drop of into uselessness if not ranked. It is just better to save for 3000gems heroes, more on them on W2 page. **Masamune** - pretty decent campaign hero, his fast movement fast ressurect after dead and mainly his ability to teleport makes him ok hero to pick. And quite useful for W3&4 split maps. However he at his base rank he is just too weak and needs atleast rank3 to be worth, and even then there are generally better heroes. Ideally skip him, but he is not the worst choice for campaign if you like him. **Connie** - might seem like nice hero, but she is incredibly weak and better to be skiped until you can transform her into Necro-Connie in World4 more on that HERE. Once you can do so, she is No.1 Priority and best campaign hero, so don't rush her before that, but don't sleep on it. **Hogan** - very weak hero with nothing to offer, but pretty solid talents. If you really really want him, make sure to rank him to atleast R3 to be usable, but better yet R5 to become good hero. But best action is to just skip and forget about him. **Bolton** - can seem nice at start but another really weak and bad hero, needs R3 to be somewhat useful. He is just much weaker Efrigid so buy her instead and forget he exist until endgame. By many considered as most regretable early buy you can make (only saved by 1500g cost, as Obsidian 3k gems and Sethos 6k gems can be worse).
	+ Archer Tower: great cheap anti-air damage and generally should be your best dmg tower, and overall most used campaign tower.
	+ Barracks: great cheap troop towers build as needed to stop enemies. They also work well with Lancelot's shield.
	+ Cannon: too overpriced, and you can entirely avoid this tower. One or two can be worth if build at chokepoint, where you can stop enemies with barracks (where they are sure to hit multiple enemies). But archer tower should just be better.
	+ Wizard Tower: at campaign it should do reasonable dmg, and aura probably doesn't have big impact on your R0 Lancelot and Fee, but later it is only worth bulding it for it's enhancements so build it sparsly where you need speed aura, or send enemies back.
	+ Heroes: Just use what you have. Your Lance and Fee should be enough for all world1, some maps will be hard but watch videos or follow advice here. because it is just better to save 3000 for Efrigid/Mabyn as your first hero purchase, If you can't wait and must buy 1500 hero, Connie or Masamune are ok. You would likely regret Bolton or Hogan.
		- *Hogan might get rework and be much better soon, but nothing is confirmed yet. If you just started and decide if to buy him, probably just don't.*
* Endless: endless maps are only hard once you unlock them, and gets really easy usually as soon as you get to next world (rank and level heroes bit more). If you struggle and just can't wait use Youtube.
* Challenge:
* Realm Siege: As usual early just do same as you do in campaign, as enemies get harder with increased difficulty tower strategies should follow more to tournament. But mainly just use blessed tower spot for dmg dealing towers (mainly archer or cannon tower). On normal non-blessed spots use your wizard towers for aura and teleport, and your barracks to stop ground enemies.
* Tournament: As usual with each wave difficulty goes up, until tower damage mostly doesn't matter anymore. So never waste coins on dmg only enhancements (like barracks' sword spin). for your early tournaments with low rank heroes just ignore this and use same setup as in campaign. There is no ideal tower setup, and it always should reflect your heroes, map composition and enemies. But generally use baracks on half closer to entrance (ahead of and near chokepoint), and wizard with teleport on half closer to exit to send enemies back (behind chokepoints).
	+ Archer tower: generally just avoid this tower, it has 5%chance to slow enemies on attack and on multishot enhancement, so in very very few situations where you strugle with flyers (where wizard tower teleport could be wasted on ground units), and if barracks are useless because you can tank easily with blessed tank (mainly single chokepoint maps with majority of tower spots far ahead of it) it actually can be worth to build few. Otherwise ignore this tower completly.
	+ Barracks: always worth building to delay ground enemies, and your best tower for that purpose. Against death knight boss it's usually not good idea to clumping them together as his ranged aoe spell can remove them all at a same time. Against slime boss it's better to have them together in somewhat in one place where they can keep boss engaged.
	+ Cannon: always ignore it. Just like archer tower has 5% to slow enemies, Cannon has 5% to stun enemies on normal attack and on both enhancements. But since cannon can dmg only ground enemies it is not worth it at all, unlike archer that might be worth to try to get slow on air units. Also slower attack speed means actually lower chance for CC than archer tower even if both have same low 5%.
	+ Wizard tower: Always build few for speed aura to haste your heroes where needed, and almost always build many more with teleport to return enemies mainly flyers.
* **Tower rebuild delay**: mainly comes in handy for tournament but cheaper tower like barracks can be worth even in other game modes. Good strategy in tournament is to ignore weak enhancements and instead save your coins to rebuild towers.
	+ barracks: generally avoid upgrading your towers, just build them and then only upgrade as troops die. Upgrading tower will refresh their respawn CD and they will come back. If you are fast enough this is very good ground only delay strategy. Build > upgrade > upgrade > sell > build >...
	+ wizard tower: basically same as barracks. Upgrade them up to 1st teleport enhancement, and then upgrade to 2nd and 3rd when needed, every time you upgrade it will refresh teleport CD. When not in danger sell and rebuild as long as you have enough coins.

## Level-Specific Strategies and Tips

Can always just search on youtube for eg. "realm defense 10" and try to emulate what you see.

### Level 10

 Slime Mage Boss Level.

Boss will come with last wave, unless engaged in melee combat he will slowly move toward exit. Every 15s he will cast Zap on one of your heroes that will stun them for 3sec. In campaign this is mainly just nuisance. He also has aoe attack, so don't put all barrack troops into exactly same spot, always have them spreadout little bit (not far from each other, but never touching).

Use heroes you have and follow regular tower strategy. Or just use youtube.

### Level 20

 Slime King Boss Level.

Boss will come with last wave, unless engaged in melee combat he will slowly move toward exit. Every 10s he will summon one black slime. He also has aoe attack, so don't put all barrack troops into exactly same spot, always have them spreadout little bit (not far from each other, but never touching).

Use heroes you have and follow regular tower strategy. Or just use youtube. Boss can pack quite a punch and insta kill your squishy low lvl heroes. Try to stop him with barrack troops and Fee's wolf shielded by Lancelot. When troops die upgrade barrack to ress them (more above in "tower rebuild delay") to keep boss at bay. There are tons of enemies in last wave so few cannon towers are for sure worth it.

## Completion Rewards

Rewards per level for three stars completion in this realm. Each level experience is **divided** somewhat equally between your heroes. If you don't complete Normal level with 3 stars you will get half the experience, and second half once you do. If you don't complete Legendary on first try you will get half the experience, but second half is lost (as successful try after that won't award any experience). *Tip. Can watch an ad to double your Potion reward.*

Quest = gems awarded for quests. Legendary quests are awarded once all 5 corresponding maps are finished.

*Rewards were changed few times over the years and might change again in future.*