Savage XR Wiki
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Stronghold[]

Human building stronghold 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.

The Stronghold has 3 Levels. Every Level will provide new researchable technologies and will raise the Strongholds Max Health Points.

Garrison[]

human_building_garrison 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.

Arsenal[]

Human building arsenal Costs 500 redstone. This building is a requirement for nearly EVERY other building. Also used as wall / blockage alot.

Researches: All weapons of every tech line!

When destroyed: Crossbow and Marksmanbow become unavailable (if researched). Also you will not be able to build any buildings, which require Arsenal, anymore!

Research Center[]

Human building research Costs 500 redstone. Allows item research. Important building. On most maps, you can get on top of it pretty easily.

Requires: Arsenal.

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.

Magnetic Factorium[]

Human building magnetic 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.

Requires: Arsenal

Enables: The Magnetic Factorium enables magnetic weapons, items, shield tower upgrade and the shield buff. Each magnetic factory adds 100 magnetic to the pool. Meaning that if you 3 magnetic factories, the buff pool for magnetic can have at most 300 points. A buff takes 75 points from the 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.

Electric Factorium[]

Human building electric
General: Costs 800 Red Stone

Requires: Arsenal

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.

Chemical Factorium[]

Human building chemical General: Costs 800 Red Stone.

Requires: Arsenal.

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.

Siege Workshop[]

Human building siege 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.

Requires: Arsenal and Stronghold Level 2. Is required to research Stronghold Level 3.

Researches: Ballista and Catapult.

When Destroyed: Siege units become unavailable.

Monastary[]

Human building monestary 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.

Requires: Arsenal.

Researches: The chaplain and associated items (Ressurrect and the health potion).

When destroyed: Chaplains become unavailable.

Guard Tower[]

Human building 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.

Requires: Stronghold Level 1.

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.

Mortar Tower[]

Chemtower glow 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.

Requires: chemical factorium.

Researches: Nothing.

When Destroyed: Nothing is disabled, but if base defenses are gone, the base usually quickly follows.

Shield Tower[]

Magtower glow 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.

Requires: magnetic factorium.

Researches: Nothing.

When Destroyed: The shield for nearby structures is gone.

Shock Tower[]

Electower glow 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.

Requires: electrical factorium.

Researches: Nothing.

When Destroyed: When destroyed, the enemies projectile won't get blocked anymore.

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