Viking Invasion/Gameplay

Archers
You enemies ships will get bristled with volleys of sharp arrows!


 * Damage type: arrows
 * Damage: 10
 * Shot rate: 2.00
 * Range 100

Molotov Arrows

These things will heat up! Even in Winter...


 * Damage type fire
 * Damage +2
 * Upgrade Cost: 1 ore

Excess Staff

Hire more archers to aim at several targets! It gets a bit crowded though, so they can't aim as good as usual.


 * Damage: -25%
 * Number of targets +1
 * Upgrade Cost: 3 ore

You will start off with this Arrow Tower which is important and costs 10 gold to install. You'll be depending on Archer towers which has a long reach it's best to install it behind Machine gun towers. As you gain access to Molotov fire Arrows which is very powerful against enemies weak against fire and Excess Staff multiple targets. It will become very powerful. You'll want to install a Monolithe stone right next to it and either use frenzy aura for more damage or Telescopic Vision Aura which will increase your range. This is the best tower unit and it's critical for the hardest level 10 campaign Imperial captial of Eatt'Zhat

Cannons
Bombard your enemies with cannonballs.


 * Damage type: 30
 * Shot rate: 1.50
 * Range: 75
 * Cost: 15 Gold

24 inch shell

A sorcerer has summoned this weapon from the future!


 * Damage: +8
 * Shot rate: -8%
 * Upgrade Cost: 1 ore

Exploding shells

Produces an explosion projecting debris onto nearby ships!


 * Area of effect +20
 * Upgrade Cost: 2 ore

You will also start off with Cannons, they are useful against enemies weak against cannon attacks. You can get 24 inch shell but it will slow down your shot rate and the Exploding shells doesn't seem to work very well. The worst part is the Cannon tower will be obsolete once you get the Machine Gun Tower which can fire 2 times faster and hit more enemies. Once I get the machine gun tower unit I stop using this slow cannon tower.

Sorcerers
These wizards channel solar energies to give their enemies heat strokes!


 * Damage type: fire
 * Damage 50
 * Shot rate: 1.00
 * Range: 75
 * Upgrade Cost: 3 ore
 * Cost: 30 gold

The Stake Curse

A fire that never goes out... It sounds like a love story!


 * Debuff: +10 per sec. for +6.0 sec.
 * Upgrade Cost: 1 ore

The Forge Curse

You won't regret it - here's a spell that can melt any armor!


 * Debuff: -3 armor for +4.0 sec.
 * Upgrade Cost: 2 ore

This is very useful for enemies weak against fire attacks. I usually get the Forge Curse since certain enemy ships and monsters or giants tend to have armor which makes it harder to take them down. Once they get hit with the Forge Curse attack, they'll lose their armor and be weak. I highly recommended you use them in the hardest level 10 campaign Imperial captial of Eatt'Zhat because without these fire towers. You can easily lose the game. The biggest downside is they fire slow, have short range like Cannon units and they're expensive units about 30 gold per unit to build.

Monolithe
A big rock... with magical powers! Pumps up nearby towers!


 * Range 50
 * Aura: gold +20%
 * Upgrade Cost: 1 ore
 * Cost: 20 Gold

Frenzy Aura

Nearby towers cause greater damage... Killer!
 * Aura: damage 10%

Telescopic Vision Aura

Nearby towers get increased range. They won't let your enemies in peace!


 * Aura: range +5
 * Upgrade Cost: 2 ore

You'll want to install these rocks where your towers can't reach or surround it with 5 to 6 towers for maximin effect. They will help you earn extra gold since it's very easy to spend it all. Also, the Frenzy Aura and Telescopic Vision Aura are the best abilities since it causes your surrounding towers to do more damage and increases range for your arrow, machine gun, fire tower units.

Machine guns
A tower that fires lots of little cannonballs in all directions!


 * Damage type: cannonballs
 * Damage: 10
 * Shot rate: 3.00
 * Range: 85
 * Upgrade Cost: 1 ore
 * Cost: 10 gold

Extra powder!

We weren't sure whether this was a good idea... In the end we decided that it was so much more fun with extra range!


 * Range: +8%
 * Upgrade Cost: 1 ore

Studded shells

Ouch! Loading these into the cannon is almost as dangerous as getting one in the head!


 * Damage type: arrow
 * Damage +2
 * Upgrade Cost: 1 ore

Once you get Machine Gun tower unit. You'll no longer need your cannons since these powerful Machine Gun tower units are powerful. I like how fast they fire and that you can get Studded shells for arrow attacks. They fire 1.5 times faster than arrows. They will take down groups of enemies. Though the range is slightly shorter than arrow towers, put them in the very front by the river and they will take down any enemies within their range. You'll want to get Extra powder for increased range. You'll want to build many of these machine gun units in every campaign especially on the hardest level 10 campaign Imperial captial of Eatt'Zhat. This is the best Tower unit and it will almost guarantee a win and they're also just as cheap to build like Archer towers.

Windmill
These reverse windmills create powerful winds to repel enemies.


 * Damage type: wind
 * Shot rate: 2.00
 * Range: 75
 * Debuff Slows down by 20% for 2.0 secs.
 * Upgrade Cost: 3 ore
 * Cost 30 Gold

Wind swords

Biting killer winds - lock up your chickens!


 * Damage: +5
 * Upgrade Cost: 1 ore

Tornados

As if seasickness wasn't enough, these whirlwinds will get your enemies in a spin.


 * Area of effect: +20
 * Upgrade Cost: 2 ore

Don't bother with the Windmill units, I personally think they are the worst unreliable weak tower units ever. The only effects they do is spin the enemy ships and slow down dragons. The worst part is having to level grind it just so you can get Wind swords or Tornados. If you think you can put them to good use let me know. I've personally never found them useful. Don't bother getting the Windmill upgrade units. They are a waste of ore. I'd rather use the Sorcerer Towers in the Windmills place. Windmills in Imperial captial of Eatt'Zhat would guarantee a lose. This would be my worst unit ever and is only for those looking for a challege.