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cause TAO needs a keep. crated by:crapper john/the helper:-)

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My favorite strategy.

my favorite strategy is to place the dark witch almost at the center and the scout at the side.

why do i do these? i do these to kill the other players cleric because its the most annoying thing that he can have.

how do i do these? to do these with the scout you need 5 turns, one to get it close, one to wait, another to attack, 2 to wait, and a last one to kill cleric. But first try to kill it with the witch because you only need one turn!!!!

step 2 of my strategy is to place pyromancer 2 spaces after witch to make knights weak.

step3 is to use your own pyromancer in your own assassin, then attack your assassin with your knight and for last take your assassin close to people then attack with your assassin just that instead of selecting a opponent click on her for ten seconds and it will make the assassin bomb, these takes out 99 off everyone surrounding you!!!!!

step 4 continue fighting like you like to kill and beat the other guy.

have fun killing people



our units

our favorite unit is the pyromancer(representive unit we are knownd by him as our avatar pleas try to use it as avatar.),dragonspeaker mage and the cleric they use the old magic to protect and attack other units they are our favorite units and we must aleays have at least one of each.(dragon speaker mage its just for golds.)



comments

if you want to add a stratergy just leave your e-mail and some data in the guest book and il check you.


gray units

Knight

Knights are well trained warriors, weilding mighty swords in combat that can severely damage any opponent at close range. Heavily armored and equipped with shields, Knights can still maintain their speed and mobility, marking them as the most versatile of the Human warriors.

Hit Points :  50 Movement Range :  3
Power :  22 Recovery Time :  1
Armor :  25%

Attack Pattern :
   Slashes a single unit on an adjacent tile with his sword.

Special Abilities :
   + 80% Blocking from the front  ( 40% from the sides )

pyromancer

Some Humans forsake their physical training to study arcane magic for the purpose of war. Those who have mastered the element of fire call themselves Pyromancers. Although they cannot wear any battle armor, Pyromancers have learnt to defend themselves with their staves in combat.

Hit Points :  30 Movement Range :  3
Power :  15

Attack Pattern :
Recovery Time :  3
   Burns a cross-shaped area of 5 tiles.
   Maximum targeting range is 3 tiles from the Pyromancer.
   This attack is unblockable.

Special Abilities :
   + 33% Blocking from the front  ( 16% from the sides )

cleric

Equipped only in cloth robes, these brave Clerics bring their faith to the battlefield. Acting as Holy field medics, Clerics cure the wounds of fallen comrades through their incantations. Even from afar, a warrior will feel revived by a Cleric's prayers.

Hit Points :  24 Movement Range :  3
Power :  12

Attack Pattern :
Recovery Time :  5

   Heals all friendly units on the field.
   Units will not attempt to block Healing spells.

 scout

Scouts are the proud archers of the Human ranks. They are among the most cunning and agile of all warriors. Weilding their deadly bows, Scouts are excellent marksmen and can hunt down any opponent no matter how far they run.

Hit Points :  40 Movement Range :  4
Power :  18 Recovery Time :  2
Armor :  8%

Attack Pattern :
   Shoots an arrow at a single target up to 6 tiles away.
   This attack will hit or be blocked by the first unit in its LOS (Line of Sight).

Special Abilities :
   + 60% Blocking from the front  ( 30% from the sides )

assassin

Assassins are swift and silent fighters, merciless towards all who dare cross paths with them. Highly skilled with their twin blades, they strike only when advantage is greatest. Assassins have mastered a deadly technique for executing several targets in one strike.

Hit Points :  35 Movement Range :  4
Power :  18 Recovery Time :  1
Armor :  12%

Attack Pattern :
   Strikes all units on the 4 tiles surrounding her.

Special Abilities :
   + 70% Blocking from the front  ( 35% from the sides )

enchantness

People call these wild scantily clad women Enchantresses because of the hypnotic auras emanating from them. Wherever they go, people are drawn to stop and stare at them as if mesmerized. These Enchantresses have learnt to use this to their advantage.

Hit Points :  35 Movement Range :  3


Attack Pattern :
Recovery Time :  3

   Paralyzes all units within 2 tiles of the Enchantress as long as she maintains Focus.
   Focus spells are unblockable and can penetrate Barriers.

Dark magic witch

Dark Magic Witches were once mages that delved deep into the roots of Demonic power. They are now consumed by a lust for Dark knowledge, and have only begun to tap into its power. Many believe that the Witches themselves have become consumed by Dark Magic, and have long lost their souls to the Demons.

Hit Points :  28 Movement Range :  3
Power :  24

Attack Pattern :
Recovery Time :  3
   Summons 4 Dark Energy bursts in a straight line.
   This attack is unblockable.

Special Abilities :
   + 20% Blocking from the front  ( 10% from the sides )

barrier ward

Barrier Wards are used on the battlefield to raise impenetrable Barriers around warriors. Their strange powers are drawn from the magic stones fastened to them, and the only way to break their Barriers is to shatter the stones.

Hit Points :  32

Attack Pattern :
Recovery Time :  2
   Raises a Barrier on a single unit within 6 tiles as long as the Ward maintains Focus.
   Focus spells are unblockable and can penetrate Barriers.

Special Abilities :
   + 100% Blocking from all sides

ligtning ward

All who venture near these contraptions are mysteriously struck by Lightning. These Lightning Wards have devastating power and are seemingly indestructible. The wise have learnt to keep their distance from them.

Hit Points :  56                                       Recovery Time :  4

Power :  30

Armor :  18%

 

Attack Pattern :

   Calls down a bolt of Lightning on a single target within 3 tiles.

 

Special Abilities :

  + 100% Blocking from all sides



gold units

notice that all of gray units, gold have them to.

extra scout:

same as scout at gray acount.

frost golem

Cold winds accompany Frost Golems no matter where they go and what time of year. They can summon blasts of cold air that numb their enemies from a distance.

Hit Points :  60 Movement Range :  2 


Attack Pattern :
Recovery Time :  2
   Paralyzes a single unit within 4 tiles of the Frost Golem as long as it maintains Focus.
   Focus spells are unblockable and can penetrate Barriers.

mud golem

Mud Golems can travel long distances at great speeds through the ground, surprising their enemy from behind. Whenever trembling in the ground commence, it is already too late for their enemies to escape, and they can only prepare to be surrounded by Mud Golems.

Hit Points :  60 Movement Range :  5 
Power :  20

Attack Pattern :
Recovery Time :  2
   Strikes a single unit on an adjacent tile with its fist.

Special Abilities :
   + Teleportation

stone golem

Stone Golems are slow lumbering masses of rock with the ability to imbue magic stone armor. They are extremely tough and do not budge even when struck by the strongest steel.

Hit Points :  60  Movement Range :  2 
Armor :  30%

Attack Pattern :
Recovery Time :  4 
   Imbues an additional 30% armor on units in a cross-shaped area of 5 tiles.
   Maximum targeting range is 1 tile from the Stone Golem.
   The armor remains as long as the Stone Golem maintains Focus.
   The armor remains even if the other units move away.
   Focus spells are unblockable and can penetrate Barriers

dragon tyrant

Dragon Tyrants are arrogant beasts, and though they can be tamed, they take a great deal of effort to keep under control always. Once airborne, these creatures move faster than the eye can see, devastating their enemies before they can react.

Hit Points :  68 Movement Range :  4 
Power :  28  Recovery Time :  3
Armor :  16%

Attack Pattern :
   Shoots a fireball in a straight line at a single target up to 3 tiles away.
   This attack will hit the first unit in its LOS (Line of Sight).
   This attack is unblockable.

Special Abilities :
   + Teleportation
   + 40% Blocking from the front  ( 40% from the sides )

Additional Information :
   - Does not step aside for friendly units to pass
   - Counts as two units on field

beast rider

Rogues who abandoned the confinements of Human villages sought a simple way of life amongst the Beasts in the wild. Riding tamed animals and brandishing crude polearms, these Beast Riders have become fearsome hunters.

Hit Points :  38 Movement Range :  4
Power :  19 Recovery Time :  1 
Armor :  15%

Attack Pattern :
   Pierces two units with its polearm in a straight line.

Special Abilities :
   + 45% Blocking from the front  ( 22% from the sides )

Additional Information :
   - Does not step aside for friendly units to pass

dragonspeaker mage

Pyromancers reclaimed the lost scrolls of their ancestors and rediscovered the art of Dragonspeaking. Dragonspeaker Mages can channel the power of the Dragon's flame breath to strengthen the magic of all Pyromancers. With glowing auras accompanying their presence, they are destined to lead the fellowship of flamecasters to glory.

Hit Points :  30  Movement Range :  3 
Power :  15

Attack Pattern :
Recovery Time :  3 
   Burns a cross-shaped area of 5 tiles.
   Maximum targeting range is 3 tiles from the Dragonspeaker Mage.
   This attack is unblockable.
 
Special Abilities :
   + Dragonspeak ( Passively channels the power of a Dragon to create stronger flames )
   +33% Blocking from the front  ( 16% from the sides )

furgon

Furgons in the wild are harmless beasts that avoid contact with all other animals. The forests protect these peaceful creatures, and hunters and predators will mysteriously become trapped in thick woods and endless shrubbery if they try to chase a Furgon.

Hit Points :  48  Movement Range :  3 


Attack Pattern :
Recovery Time :  1 
   Raises Shrubs in empty spaces in a cross-shaped area of 5 tiles.
   Maximum targeting range is 2 tiles from the Furgon.

Special Abilities :
   + 50% Blocking from the front  ( 25% from the sides )

Additional Information :
   - Summoned Shrubs cannot be healed

golem ambusher

Golem Ambushers emerge from the face of the great mountainous regions, unleashing an onslaught of merciless boulders that will crush any foes who dare approach the mighty Golem stronghold.

Hit Points :  50  Movement Range : 3
Power :  20

Attack Pattern :
Recovery Time :  3 
   Hurls a boulder at a single target within 6 tiles and at least 5 tiles away.

poison wisp

Poison Wisps are the disembodied spirits of ancient forest critters. Their existence has been shrouded in mystery for eternity, as they vanish as quickly as they appear.

Hit Points :  34  Movement Range :  6 


Attack Pattern :
Recovery Time :  2 
   Poisons 8 tiles in a cross-shaped area around the Wisp as long as it maintains Focus.
   Focus spells are unblockable and can penetrate Barriers.

Special Abilities :
   + Teleportation

Additional Information :
   - Immune to ground attacks such as the Mud-Quake


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