Buildings | Lizardfolks Dragonshard Guide
Last update: 11 May 2016
Building | Name | Gold/Dragonshards | Purpose |
Great Mother | First 450/650 Second 250/200 | It is central building of your base which makes possible to put other buildings. It is possible to recruit Juggernauts and killed Champions here | |
Draconic Monument | 75/100 | We are able to recruit Fire Drakes here | |
Toxic Bog | 75/100 | Thanks to this building Archers using polluted arrows reinforces our army | |
Burial Grounds | 75/100 | We train Night Skinks here, warriors using help of one's dead co-brothers | |
Mystic Hut | 75/100 | Place of shaman's enrolment, irreplaceable if somebody became wounded | |
Hidden Mound | 75/100 | Extremely useful Chameleon Rogue are available here, helping us with traps or locks | |
Collector Burrow | 75/100 | Place of troglodytes' enrolment | |
Turtle Den | 75/100 | Turtles changes into war machines in this building | |
Pteranodon Roost | 75/100 | Riders bestriding Pteranodons ere famous for the big combative value | |
Verdant Cairn | 75/100 | Place of the Spirits of Nature enrolment | |
Fighting Arena | 75/100 | Lizardfolk Fighters, most frequent support of Lizards units, train here | |
Monument of Power | 200/275 | It adds the gratuity to given hits for all units which it is possible to recruit in close by buildings | |
Monument of Vitality | 100/100 | It raise to maximum the quantity of life points of all units which it is possible to recruit in close by buildings | |
Monument of Haste | 75/75 | It raises speed of moving of units recruited in buildings close by | |
Monument of Clarity | 100/100 | It raise to maximum quantity of energy points of all units which it is possible to recruit in close by buildings |