DOCUMENTATION: Friendly Units: Marksman: Buying: Every player begins the game with two of these. Buying additional marksmen increases the number of arrows shot per volley by 1. Description: Used for ranged crowd control, most effective against archers, wisps, and basic infantry. Tyrants, Bone Juggernauts, Dragons, and Changelings are all somewhat armored and as such arrows are not the weapon of choice against them. Special: Holding down the mouse button or typing 'a' causes marksmen to automatically fire as fast as they can; often, however, it is more efficient to allow marksmen to charge. Players can order their marksmen to concentrate or spread their fire, via the 'c' and 'x' commands, in order to maximize effectiveness. Additionally, if the marksmen are given a few moments of rest they will slowly regain energy. The bar labeled "AC" in the lower left hand corner of the screen displays the marksmen's current "arrow charge" rating. If charged, marksmen can fire volleys of arrows much faster than usual. The "Stamina" upgrade increases the marksmen's charge rate while resting. Grenadier: Buying: For each grenadier a player has purchased, they will begin a new level with 4 grenades. Thus, if a player purchases 3 grenadiers, they will be allotted 12 grenades per level. Unused grenades are currently not recycled, so it is most efficient to use up all of your grenades every level. Description: Used primarily to destroy large masses of tightly clustered units, grenadiers, like marksmen, are most effective against non-armored targets as the shrapnel that accompanies each grenade blast is the true damage source. In a pinch, however, the core blast of a grenade does do sufficient damage to weaken even the most armored of foes. Special: Grenades explode on a time delay: each grenade shot will reach its target approximately 2 seconds after the grenade is fired, whether you're firing at min range or across the entire screen. Carver: Buying: Each carver purchased increases the number of individual blasts that fire from the basilica each "shock" by 1. Description: Capable only of hitting enemy units that are within close range, carvers are well suited to do mass cleanup of melee units that manage to charge into attack range. Carvers are particularly useful against changelings who are sometimes not targeted at range simply because their armor is too effective at deflecting ranged attacks. Special: Using 'z' to enable auto-zap is preferred to manually shocking in essentially all instances, as it saves much typing and generally targets about 95% as well as the player would anyways. It should be noted that carvers can discharge their weapons before their charge bar (labeled SC) is fully charged. While a minimum-charge discharge does only a fraction of a maximum-charge discharge, min-shocks do a sufficient amount of damage to kill most targets. If multiple targets are in range of a discharge, each will be shocked an equal number of times (+/- 1). If only one unit is within range, every carver will shock the target. Manowar: Buying: For each manowar a player has purchased, he will begin each level with 3 immolates. Description: Manowars are best used against juggernauts and dragons to quickly dispense of the often protected foes before they can unload their own deadly payloads. Shade Tyrants, the other high priority target, have figured out a way to shield themselves from the immolation blast, and are thus entirely immune. Special: If you buy more than 5 of these, the graphical display at the bottom of the screen doesn't look as pretty! Moag: Buying: Each moag purchased increases the size of the pack of moags released via the 'r' command by 1. Additionally, each moag after the second decreases the amount of the time the moags need to rest between releases. Description: Moags are well suited to most tasks, but excel at finding and eliminating high priority targets like the shade tyrant, bone juggernaut, and fell dragon. Special: Moags run on a ~20 second delay. 12 seconds after release, or when they no longer see any targets, the moags will return home. 20 seconds after release, they'll be ready to be released again. Turret: Buying: Each turret purchased increases the rate of automatic turret proportionally. To a player who has purchased 2 turrets, the turret will appear to fire twice as fast (think of this as two separate turrets staggered perfectly). Similarly, 3 turrets will fire at 1/3 the initial delay. Description: Turrets are good at cutting through lines of stacked infantry and exposing the high priority targets hidden behind. Due to their new advanced auto-targeting AI :P they will always prioritize important units, cutting away the infantry in front of them to expose them to arrows etc. While not especially good at killing armored units, they aren't bad either, and are often helpful when attempting to snipe tyrants. Special: New turrets are big and chunky. And smart. hmmm Armor: Buying: Each point of armor purchased increases the basilica's un-displayed armor rating by 2. Description: The player's armor class is subtracted from the damage potential of enemy fire to determine the amount of actual damage done to the player's basilica. Thus, if a player has purchased 3 points of armor (6 armor class), then an enemy archer's shot (approximately 14 base damage) will only cause (14 - 6 =) 8 damage to the player's base. Repair: 1 point of damage healed for every 1 game point spent.