Breakers and Defenders
A band of trained mercenaries is at your disposal, but a squadron of resistance fighters stands in your way. Learn here who to crush and who will be doing the crushing.
The Breaker Knights
Ox, the Horned Knight of the Flatlands. A solid warrior and a formidable opponent, he carries into battle his Heavy Shield and Crushing Chain. These powerful armaments come at a price and severely dampen his mobility. The Crushing Chain can be hurled a short distance before it comes back to Ox. The crushing blow easily shatters anything in its path, even parts of a castle.
Toad, the Frog Knight of the Cliffs. Quick and unpredictable, he brandishes a set of Dual Daggers that can shred a foe in mere moments. Unencumbered by thick armor, he takes to the sky with mighty leaps. The Twin Daggers have a limited range but can strike at several angles. Toad can even strike in rapid succession or with both at once to take down whomever is in his way.
Wreck, the Burst Knight of the Wastelands. An unsuspected mercenary who can infiltrate and ravage his target with deadly Blast Bombs. Speed and stealth are more on his side than durability, but all his strength lies within his weapon. His endless supply of Burst Bombs leave nothing in their wake. Upon detonating, little of a castle will be left.
Hood, the Mage Knight of the Arctic. A physically feeble and unworthy specimen, his arcane knowledge and Spell Tome more than make up for his short comings. A vast arsenal of weapons can be invoked from its cryptic pages, including the powers of Frost, Flame, Quake, and Storm. Without his magic, he is nothing, lacking both agility and fortitude in his frame.
Hawk, the Wing Knight of Mountains. Heavily guarded and fleet on foot, he unites the best of both. He carries his War Hammer into battle and can summon a Gale Lift to avoid it. His armor weighs him down, limiting his leap. However, with aid of the winds, he or enemies can be launched skyward with ease. His War Hammers are tossed into the air and crush any castle they strike.
Blood, the Red Knight of the Desert. Trained in the art of war in ruthless arenas, he brandishes the combatant’s choice, the Trident. He bursts into battle with a balance of power, speed, durability, and agility. He tosses his Tridents with the utmost ferocity and can unleash a Burning Strike to cut through several foes at once.
Blight, the Plague Knight of the Pit. A stout and hearty warrior who brings a Morning Star with him into fights. Its crushing spikes are nothing when compared to the power held within, Pestilence. A noxious cloud of disease can be flung out at enemies where it lingers. Enemies can do little to avoid the effects and eventually shall fall to the vapors but must be alive for it to have any affect.
Grunts, the Hired Soldiers of the Land. Trained in basic weapon handling, they carry a Blunt Ax and Light Shield into battle. They assist as the more skilled Knights take down a castle but are themselves very weak. However, in great numbers, a fort will soon fall.
Growl, the Horned Warrior of War. With much time and more experience, the hired fighters can be taken under the wing of more skilled Breakers to hone their own skills. They'll become stronger and more sturdy than the flimsy axmen.
Rat, the Refugee of the Dungeon. Captured by the enemy, he is freed when a prison door is broken. Once released, if he can make it safely back to the base, a new recruit is earned. If he can get some weapons back, a powerful Knight will join your forces. Otherwise, he is worthless and only wields his Bare Hands as a weapon. Keep him safe until an opportunity is found.
Grim, the Gothic Guardian of the Castle. An ancient force carved from granite. His Stone Wings offer both a devastating attack and a gift no other Knight has, flight. Harder than his skin is getting him to join your side.
Gobbo, the Goblin Champion of the Lair. Is this for real? Barely. This is a secret. Type "GOB" while playing to enlist the help of this formidable warrior. He unleashes the powerful Gobbo Ray attack which both breaks and burns obstacles. He also possesses a killer uppercut -- literally. He has dashing speed, sky high leaps, paramount defense, and unbeatable cheapness. 'Cuz, you know, he's not suppose to be used normally.
Grub, the Shelled Guardian of the Hive. This secret knight makes no sense. I'll admit it. He's a beetle, yes. His wings allow him to hover across long distances over a castle as well as emit Sonic Shockwaves to shatter obstactles and his opponents.
Vul, the Molten Guardian of the Volcano. Another rare site that can grace one's army, this heavy handed and sturdy crustacean is packed with fire power. His pincers are searing hot and snap away at his enemies. They can also unleash a stream of volcanic rocks when held open to waste away their target.
The Castle Defenders
Spearmen, the Blue Guards of the Barracks. A staple to any castles defense, they appear everywhere in endless supply. From afar or up high, they hurl their javelins at any approaching intruder or attacker. Once up close, their threat lessens as they are easily disposed of, typically with a single blow. As sieges progress, more and more take up a Shield to defend themselves.
Lancers, the Golden Guards of the Forts. A brave footman who charges into the heat of battle with his weapon ready, he is not as easily defeated as other common sentries. He will leap down several levels to get a shot at an intruder or bound over obstacles that would normally impede a lesser defender. Like their fellow more mundane defenders, seeing a shield in their grasp becomes more common over time.
Oafs, the Mudmen of the Marshes. Training and expertise are one route undertaken. These brutes choose to hurl Giant Rocks. Lifting the stones above their heads with ease, they hurtle the boulders forward and crash them along the ground. If the chunk can be reached before it is tossed, it can be broken in their massive mitts.
Wizards, the Scholars of the Feylands. Trained in mystic arts, these sorcerers conjure arcane energies that seek after intruders. These spare no expense in tracking a Knight, so be prepared. Otherwise, they are frail and have no combat experience. Move in quickly and take them out as there is little hope of avoiding them.
Archers, the Marksmen of the Battelments. These trained sentinels keep a watchful eye out for intruders. Once an invader falls within their sight, a volley of arrows will soon find their way out. Make certain to stay out of their watch.
Fiends, the Demons of the Inferno. These hellions are far stronger than most the mundane defenders have plenty reason more to be feared. A shield is always carried at their side, not just chanced like previous mentions, but it is the weapon they wield that needs watched out for. A Fiery Flail is swung about in great circles that will scorch any approaching Knight.
Shooters, the Cannoneers of the Siege. This heavily armed warrior mans a explosive gun. His aim is not the attacking Knights but their stronghold. The destructive shots barrage the fort and try to drop it to the ground, stranding the attacker and ruining their chance of success.
Shamans, the Wildmen of the Woods. These savage magicians channel the forces of nature, using its will to replinish and heal their wounds. Their weapons are otherwise worthless, so they use their hooves to smash up improachers on their terrain.
Imps, the Monsters of the Abyss. Soulless and merciless, these monstrosities are summoned from thin air and dive straight at any living thing. Their Spiked Club may seem primitive, but it deals a heavy blow. When their time in this world is ended, they part in a burst of flame, so watch out!
Sniper, the Bowman of Ice. These crossbow wielding archers inflict no damage upon intruders, but their icy bolts stop your soldiers solid, freezing their war path. Another Breaker will have to take their place while they are left vulnerable. While not powerful, they quickly become frustrating.
Scorpion, the Sting of the Desert. A monstrosity born in the burning sands, these half-human havocs lash out with a stinger tipped whip. It will reach up and down levels, but its range is limited. Their shields, upon breaking, release a shower of sharp shards.
Blobs, the Ooze of the Unknown. These masses of goo are generated non-stop from never-ending drips. They melt down into floors and can be difficult to spot let alone hit with most weapons. When least expected, they spring up and bound at Knights. Fortunately, they are not resilient and break away to splatter with minimal effort.
The Barrack Leaders
Captain Z, the White General of the Highlands. Strong, ruthless, and courageous, the Captain comes out to defend his soldiers when times grow bleak. He brandishes the Fist of Thunder and Zeus' Shield, relics of the Storm that unleash nature’s wrath. If his crushing blows fall short, the streaking Bolts of lightning from his punches will hit their mark. Run as you might, he can call down a Blitz to slay cowards.
Shoguns, the Shining Generals of the Distant Realm. With an assortment of exotic equipment and tactics, they lash out with their Steel Blade and can cut down an attacker several times in one swipe. As if the edge wasn't wicked enough, a set of Solar Slashes streak out from the sword as well. If no Knights come to accept his challenge, then he will find one with his Helio Seeker.
Dragoons, the Masters of Wyrms. Much like the mythic beasts they worship, these servants of the serpent wield an impenetrable shield of Dragon Scales. Not only that, but a Deadly Recoil is unleashed whenever the barrier is struck. If that's not enough to keep attackers at bay, his Glaive will make them reconsider. Should it, his thirst for battle will call forth Dragon's Ire to start the duel once more.
Jesters, the Fools from Elseworld. Completely out of their minds, these raving lunatics frantically leap about the castle, never standing still. They hurl out spheres loaded with Laughing Gas, which is no joke. Worse yet, if a Knight leaves during their routine, they will find an audience.
Lunars, the Visitor from the Moon. Hailing from the frigid dark side, this far traveler brings a piece of his home into battle. His Moonrock Pick is not much to worry about, but his Night Chill can instantly take out a Knight by freezing them solid. They can still be saved if the icy body is kept from harm, returning eventually to the stronghold. Otherwise, a mighty warrior will have been swiftly felled.
Wolf, Berserker of the Wilds. Fierce and fast, this fiery foe commands the hellish fiends. Once he is unleashed, he hunts down the Breakers lashes out with flaming claws and slashing fire. If avoided, he summons an inferno to chase down the quarry until confronted.
Vampires, the Scourge of the Night. Just as sinister as the undead they command, these soulless monsters attack without mercy. Swift and fast, they throw themselves at attackers with no armor. Their Dark Talon rip through flesh and drink the blood they spill, quenching their hellish thirst and healing their wounds.
Ram, Headsman of the Peaks. With a mighty shield and a powerful ax, he stalks down any intruders to his castle. If his challenge is not answered, the very earth will quake leaving no safe place for the Breaker to flee.
Plate, Cleric of the North. This disciplined disciple carries a ceremonial censor that unleashes a noxious fume. It watches over the stronghold of the snowy Snipers and brings with it their icy tendancies.
Chance Encounters
Gargoyles, the Silent Guards of Lore. Fearsome statues adorn the castle walls, depicting wretched beasts of myth. Some are not fantasy. Occasionally, a figure is found that is one of these guardians locked in a stony slumber. Disturbing them means answering to their punishment. They chase after their targets and drop Ripple Shots from overhead. Like their inanimate counterparts, treasure is held within. Different varieties exist, each with their own behavior. Some soar through the sky, others hop along the ground, and others stay perched in their place.
Skullers, the Dead Guards from Beyond. Risen from an ancient rest at the destruction of a Tomb Stone, these skeletons strike at those responsible for calling them back to the land of the living with Death Grip and Bone Toss. Their stay above ground does not last for long as they soon return to the afterlife. However, a great reward is in store for those who can quell them first.
Warlocks, the Black Magi of the Bone Yard. Trained in the black arts, they bring about disaster with the use of their Grim Scepter. They can return the defeated guards to battle as undead, damage all the assisting soldiers, or unleash a hellfire onto the vicinity. Fortunately, it takes them some time to reach a battlefield, so only if a castle is not taken swiftly do they have the opportunity to act.
Merrows, the Warriors of the Deep. From the world beneath the water's surface, this champion cares not for the feuds on dry land. He does, however, fiercely defend his own territory. He attacks ruthlessly with waves from his Conch Shell. Stay clear of his element as, naturally, it is his source of strength.
False Chest, the Box Beast. This nasty monster lounges about on the battlements, blending in with actual chests. If one is not careful and disturbs its rest, it springs into a violent rage, attacking anyone it sees. While quite dangerous, it is also beneficial as it is loaded with gold.
Spectre, the Spirits of the Defeated. When the battlefield grows bloody, the cry for revenge grows louder. This need for justice manifests as a wailing soul that soars about the castle. It is not as clumsy as a skeleton and fades out of sight to sneak up on the attacking Knights.
Herald, the Messenger of the Stars. This sparkling servant of the heavens descends from above to defend a castle or to exact vengeance for its falling. A rain of stars follows the general, showering the battlefield in a battering barrage. The assult continues until the galactian is vanquished.
Slime, the Champion of the Ooze. The lowly and oft forgotten blobs do have a defender. This righteous force is one of their own, aged and exhalted beyond any of the puddles seen yet. It clashes into battle beating its Slime Fists violently, launching off globules in its assult. The best advice is to hope one is never found. Due to its connection with the less blobs, Slime can repair itself by absorbing the others into itself.
Earthwork, the Gigas of Beneath. This giant construct of rocks is a solid foe. It is next to impossible to take down with outright force, but it can be taken down in pieces. Its limbs will crumble long before its core, so they should be your targets. However, loosened limb may lead to other threats, like falling rocks.
Glacial, the Gigas of Frost. By comparision, this titan makes its lumbering brethren out to be a mouse, in both size and threat. This walking glacier is more powerful than its rocky counterpart. It rains down frozen shards to skewer knights. If caught in its Arctic Howl, a Breaker quickly earns an icy tomb. Fortunately, and obviously, it has a weakness to flaming attacks.
Mangler, the Gigas of War. Sturdily built, this construct is walking artillery. Its arms are actually cannons, and it launches out Steel Blitz frequently. If not properly adverted, the Breakers' base will shortly fall under the battery.
Magmaflow, the Gigas of Lava. A lumbering construct of molten rock, this burning brute moves faster and attacks more fiercely than the other docile destroyers. However, it is more easily dispatched of. When it breaks apart, it scatters flames. Don't get caught in them.
Titan, the Gigas of Death. What looks like a massive, crumbling grave is in fact a construct of pure death. This lumbering brute is built of stone and bone. It seeds Skulls and tosses out bones as it tries to destroy those who awoke it.
King, the Ruler of the Kingdom. His majesty, the final and ultimate challenge for your army. The golden gladiator is protected from harm with his Magic Pendant, which projects an Aura Shield over his body. It must be broken down before he can be reached, but it is not long until it returns. All the while, a barrage of Gem Blasts are launched out from the crystal amulet. As though more were needed, he calls for support by his guardsmen when needed. The castle is instantly claimed upon his defeat, if it should ever be done.
Last Modified - December 4th, 2010 | Established - March 5th, 2008