recursal/Fanatic-Fandom huggingface dataset:
Orc

*"A brutish orc from the wastelands of K'harg."*

## Appearance

* Campaign 1: A Shadow Grows
* Campaign 2: The Poisoned Well
* Campaign 3: Edge of Doom
* Campaign 4: Shattered Earth (Also spawned in boss level)

## Skills

* Slash: Deals physical damage to a single target

## Summary

* Orcs have mediocre stats, but have no special abilities. Any hero can deal with them with no problem, especially a damage dealer.
* His Slash skill deals physical damage, meaning heroes with good armor can decrease its damage potential.

In the last level of the 4th campaign Shattered Earth, Orcs are spawned by Raq when his skill Recruits is initiated. They act as meat shields against melee attacks, but pose little threat to your heroes.
Dark Scepter

*"A ruler's fine scepter, topped with a huge corrupted black gem"*

**Dark Sceptre** is the first Super Rare Staff weapon, obtainable via Crafting and stages 10 and 60 of Zaluss The Demolisher. It is preceded by the Rare Hellstaff and succeeded by the Super Rare Nature's Offering.

## Special Properties

* +3.0% Crit chance
* +10% Soul Energy
* +120 Health
* +2% Armor

## Strategy

Dark Scepter is not worth crafting. It falls flat offensively due to its low Damage stat and lack of a bonus damage type like Hellstaff, and it falls flat defensively compared to Nature's Offering and Abjurer's Staff of Protection, both of which provide resistances and armor. If you manage to get one as a random reward from Zaluss, feel free to keep it as a placeholder until you craft a better staff.
Two Handed Stabbing

Two Handed Stabbing is a weapon class in Tower Keepers. It is currently used by 2 Heroes

They can be made by Crafting.

## List of Weapons

Common:

* Spear
* Pole Axe

Uncommon:

* Halberd
* Tourney Lance

Rare:

* Raven's Skewer
* Angelic Impaler

Super Rare:

* Deathcaller
* Guisarme of Power

Epic:

* Rage of Raegon
* Frost Spike
* Spear of Pain

* Grand Spear Of Vigilance
* Thousand Barbs

## List of uncraftable Two Handed Stabbing weapons

* Guisarme of Power | non-craftable super rare; only obtainable through the Guild Shop (300,000 marks)
Hand of the Righteous

*"These wrappings are heavily enchanted with the spells of speed and victory"*

**Hand of the Righteous** is the first Rare Fist weapon, obtainable by Crafting, Catacombs, and the Guild Shop. It is preceded by the Uncommon Long Fang and succeeded by the Rare Vicious Spiked Fist.

## Special Properties

* +1.0% Crit chance
* +5% Crit damage
* 5% Faster cooldown to all skills

## Strategy

Hand of the Righteous is one of many Rare and under weapons which simply isn't worth crafting. Its Attack and Defense stats scale poorly with its level, its Damage stat is abysmal, and its bonuses to crits are miniscule. While the 5% faster cooldowns may seem appealing, Fist of the Dark One does the same thing and gives more Attack and Damage. If you happen across Hand of the Righteous as a free reward from one of the sources listed above, you may keep it as a placeholder item until better gear is unlocked and crafted.
Demonic Leather

*"The hide of a demonic beast was used to make this"*

**Demonic Leather** is the second Rare Leather armor obtainable via Crafting, Catacombs, and The Golden Horde. It is preceded by the Rare Blackfist Leather and succeeded by the Rare Netherwolf Hide.

## Special Properties

* +70 Health
* +30% Shadow Resistance

## Strategy

Demonic Leather, like most other Rare and under armor, simply isn't worth crafting. The stats simply aren't high enough to be of use, and while the 30% shadow resistance may be useful in niche cases, it's probably not useful enough to be worth the materials and gold required. If you find a free one as a reward from one of the above sources, it's fine to keep it as a placeholder item until better armor can be obtained.
Campaign rewards template test

This site demonstrates how some templates for campaign rewards will look like when rendered. If used on wiki pages, the text at the template icons you can see below will be available for site wide search.

For more information how to use (and create) these templates, see Template:Campaign\_rewards/doc.
Breastplate of the Beast

**Breastplate of the Beast** is a super rare Leather armor. It is preceded by Netherwolf Hide and succeeded by Vest of the Flayer.

## About Breastplate of the Beast

For a Super Rare leather armor, it even has the best defensive statuses than its previous versions, surpassing even the defenses of Vest of the Flayer, although this armor is best for offensive heroes, but Hero's Vest can have better defensive status than this armor, although Breastplate of the Beast gives you a large health boost to withstand a lot of attacks, being too good to be used by the Berserker and Druid who can regenerate your health fast. Anyway, it is not the best option of super rare leather armor, but it is to be used as long as you do not have enough level to create the epic armor.
Lightning Blaster

**Lightning Blaster** is the second rare crafting recipe for Damage Dealer Machines.

## Skills

* Lightning bolt
* Spark

## Strategy

Small and extremely powerful with their strikes and sparks, Lightning Blasters can cause tremendous damage to those with no lightning resistance. Generally, this attack works only at very low keeper levels. They are also extremely weak in defense and can easily be eliminated by a good Damage Dealer hero.
Mystic

*"Your future looks grim... both seconds of it!"* - Mystic

The Mystic is a common hero in Tower Keepers. She uses Staff weapons and Cloth armor.

## Description

Support: An ancient woman with cryptic powers who can control battle

## Base Stats

 Dodge
 Critical chance
 Initiative

## Skills

### Soul Skill

* Doom: Increases damage done to opponents by 30 + star \* 5% temporarily

### Active Skills

* Horrify: Deals shadow damage over time to a single target.
* Foretell: Increases dodge of party by 2 \* level % temporarily.
* Disenchant: Removes all harmful effects from a character. Cooldown reduced with higher skill levels.
* Confuse: Stuns target temporarily.
* Safety Ward: Gives bonus health to whole party.

### Passive Skills

* Knowledge: Increases all resistances of party
* Visions: 50 + 5 \* level % chance after using an active skill for its cooldown to be reduced by 10 + 2 \* level %
* Vitality: Increases health.

## Strategy

Mystic is a support hero with a number of different uses.

Generally Mystic will always have Disenchant on, as it is incredibly useful for removing harmful debuffs and stuns. While it doesn't heal the way Cleric's Cleanse does, Disenchant has a faster cooldown; thus, it is well worthwhile to use Mystic and Cleanse in the same team. Another common skill for Mystic is Foretell to boost dodge. The extra possibility to dodge is a decent buff in any situation, and some heroes synergize very well with the extra dodge--such as Monk with his Zen State or Swashbuckler with his Feint and Riposte. Her other active skill can be either Confuse or Safety Ward, with most players preferring Confuse. Avoid using Horrify, as Mystic is not intended as a damage dealing hero.

Her best passives are Knowledge, for increasing magic resistances for all heroes, and Visions, to reduce the cooldowns of her skills. Vitality (a simple health increase) doesn't compare to the other two passive skills and thus is rarely equipped. Her soul skill, Doom, is extremely powerful, as it will multiply the damage you deal to your enemies by a huge factor. If you are ready to go on the offensive and don't need soul energy for healing or reviving, use Doom to crush your enemies quickly and easily.

Since Mystic is meant as a support hero rather than an offensive hero, the Abjurer's Staff of Protection is a perfect fit for her. She benefits greatly from the additional defense and resistances and doesn't suffer from the 0 attack and 0 damage since she rarely, if ever, uses attacks. If Staff of Protection is not yet obtained, good replacements are Nature's Offering and even the uncommon Spirit Staff which provides a lot of defense. Her armor can either be Aetheron Robes for even more magic resists or Coat of Quickening for faster skill cooldowns. While both Tier 2 epics, White Staff of Viarus and Spellthread Robe, are too offensively-focused to be of use for Mystic, she performs well with the Tier 3 Eye Of Chaos, which provides a massive speed boost, and Soul Cage, which provides yet another speed boost to the party.
Dominator

**Dominator** is the second weapon of the class Super Rare for the class Two Handed Slashing.

## About Dominator

Although attack and damage are less than Decimator, Dominator at least it has a much higher defense with 2.5% critical chance and -8% of enemy dodge, making it easier to hit your target. It also carries 110 extra life, totalling up to a very defensive sword. Both Samurai and Templar equally make due with it, although Templar should remain a tank with the Dominator on hand.
Battleplate

*"Brutal, effective platemail designed for war"*

**Battleplate** is a Rare Plate armor obtainable through Crafting or the Catacombs. It is preceded by the Uncommon Chestplate of Valor and succeeded by the Rare Gore-Soaked Plate.

## Special Properties

* +150 Health
* +15% Fire Resistance
* +15% Cold Resistance

## Strategy

Battleplate, like most Rare and below gear, isn't worth crafting. The defense and armor that it offers is inferior to that of Shell of Protection, and plate-wearing heroes can manage the early game with random loot drops such as Ironheart until better armor becomes available.
Raiment of Radiance

*"The power of Yreth shines through this cloth"*

**Raiment of Radiance** is the second Super Rare Cloth armor, obtainable via Crafting, the Guild Shop, and stages 5 and 55 of Zaluss the Demolisher. It is preceded by the Super Rare Vicious Vestments and succeeded by the Super Rare Guise of Minaeus.

## Special Properties

* +180 Health
* +15% Magic Resistance

## Strategy

Raiment of Radiance is a poor man's Aetheron Robes, providing decent defense and 15% of all Resistances except Stun. While it is a good armor to get, it's preferable to not craft it and instead obtain it through the Guild Shop for free. Upon crafting Aetheron Robes or finding Shimmering Cloak, it becomes completely obsolete.
Know Thy Enemy

Template:Infobox episode

"Know Thy Enemy" is the seventh episode of the fourth season of Animal Kingdom, which aired on 9 July 2019.

## Synopsis

J gains favor with Smurf as he puts together the plan for a new job; Angela learns more about what Smurf has been hiding; Craig explores his new relationship with Renn; Pope struggles with his changing role in the family.

## Summary

Flashbacks continue to depict a young Smurf with her boyfriend's gang, and it's implied that she has become pregnant. In the present Pope struggles to deal with Smurf's cancer with the help of Angela who refuses Smurf's attempts to bribe her to leave. Craig continues to deal with the return of Renn and her pregnancy before she takes off again. J begins plotting a new job involving his new girlfriend's family and a festival. Smurf continues searching for the person speaking to the cops and secretly buys a bag of high-powered weapons before stealing a car and taking off. Guilt-stricken, Adrian admits the truth to Deran and decides to decline working with Pierce, even if it means he goes to jail. Pierce pushes him to reconsider, and Adrian decides to move out rather than continue to put Deran at risk. Deran is filled with guilt over killing Colby to protect Adrian, having never taken a life before. Despite Adrian's lies, Deran decides to work things out with him while keeping Adrian's actions secret from everyone else.

## Main Cast

* Finn Cole as Joshua "J" Cody
* Ellen Barkin as Janine "Smurf" Cody
* Shawn Hatosy as Andrew "Pope" Cody
* Ben Robson as Craig Cody
* Jake Weary as Deran Cody
* Sohvi Rodriguez as Mia Benitez (credit only)
Lesser Lich

**Lesser Lich‏‎** is a Rare monster that is found in campaigns, story mode and in special campaigns for heroes, or Boss, or other events.

## Appearances

* The Covenant from 5-6
* The Demon's Blood

## Skills

* Shadowfire
* Lightning bolt
* Curse of agony

## Description

Although this zombie sorcerer looks menacing, it's actually fairly weak. It will merely be a speed bump to a well-equipped hero.

It's a very rare reward drop, but even if you get one, it won't do much for you. There is one strategy for the Treasure of the Witch campaign calling for this creature, but otherwise it is of little use in tower defense or other campaigns. On the bright side, it is Rare, and so will provide a great deal of experience to your other monsters when you level them up. Because the Lesser Lich has no armor, physical based attacks are effective against them while any magic attack is reduced by 35%.
String of Gods

More magical essence than physical object, this bow radiates power

**String of the Gods** is a tier second epic in class bow weapon.

Max level: 65

Max Attack: 162

Max Defense: 181

Max Damage: 146

## Strategy

As an improved version of the Wraithwind Bow, String of Gods has a large increase in attack and damage power, although its defense is much lower than its epic predecessor (has been increased in the 2.1 update from 2x level to 2.75x level), but still it's also great for be a defensive weapon to those who failed to obtain a Recurve Bow of Warding. Its properties are what makes this weapon very powerful, like having a 5% critical chance, 1% dodge, with less than 10% enemy dodge, always guaranteeing a high hit, with an extra increase of 150 health, and finally, a 7% increase in armor (was 3% before the 2.1 update).

As you can see, String of Gods can be as good for the Archer as for the Ranger, as it has both offensive and defensive power, so it's worth it to craft this weapon.

## Trivia

* As an epic weapon, this weapon is the highest rarity of weapon to completely omit a specific type of crafting component, omitting Steel. It is also the only epic item at all that omits a crafting component, as no epic armors or machines omit crafting components.
Ancient Greatsword

**Ancient Greatsword** it's the second weapon of the class Rare in which one can graph, or as an event reward, and as a random drop, for the class 2H Slashing.

## About Ancient Greatsword

For the rare class, Ancient Greatsword until it has good attacks and damage power, although its defense is very low. While their properties give a nice improvement in their offensive performace, such as having a 2% critical chance, -2% dodge enemy and an increase of 80 health. This is a perfect weapon for the Samurai who can apply high damage and withstand the damage suffered by enemies, so it is highly recommended to create this weapon while you can not even create Super Rare class weapons or above.

## Trivia

Buying the hero pack for beginner of the Samurai, you get to gift this Ancient Greatsword nvl 15, along with some hero stones from the Samurai and other minor things, you can also increase the nvl of the weapon to its maximum limit, to give you a great advantage in the earliest basic missions.
Triple Ballista

## About

 **Machine Type:** | Damage Dealer

*"Take 3 ballistas, combine. Fire."*

 Ice resist
 Poison resist
 Shadow resist

## Acquirement

The Triple Ballista can be crafted using cheap crafting components and a small amount of gold. The cost scales the more you upgrade your artisans.

## Skills

* Shoot: Deals physical damage (Ranged)
* Triple Shot: Deals physical damage three times (Ranged)

## Summary

* As a ranged damage dealer, the Triple Ballista is more effective when placed behind tanks and warriors, providing some ranged attacks to pick off targets.
* Its Triple Shot skill allows it to inflict devastating damage especially against low-armor attackers. Be wary that all three shots can still be dodged, and can be in trouble when used against Swashbuckler with Riposte passive.
* It has high attack, but poor defense with little armor and no resistances.
* All of its skills deal physical damage, meaning attackers with high armor can reduce its damage output.
Murderer's Shiv

*"Spells of death echo from this evil knife"*

**Murderer's Shiv** is the second Rare One-Handed Stabbing weapon, obtainable via Crafting, Catacombs, and the Wizard Tower. It is preceded by the Rare Golden Gladius and succeeded by the Rare Sword of Victory.

## Strategy

Murderer's Shiv, unfortunately, is one of the many weapons which simply aren't worth crafting. Its damage is laughable even at lower levels, it has no defensive bonuses, and its special properties--nay, special property--is of little value. If you do manage to get one as a random drop, feel free to keep it as a placeholder item for any hero until you craft a better Super Rare or Epic weapon.
Machines

Machines are a unique form of defense units in Tower Keepers. These mindless automatons are used to defend your Tower and they make up the space incase you don't have a monster that could be used. Some Hero Campaigns also require players to use Machines in place of a hero or two.

Machines vary in rarity and role, but unlike heroes and monsters there are only 3 types of machines; Damage dealers, warriors and tanks. Once you're further in level and crafting capabilities you can use more unique machines with skills that expand further than their simple roles. You can combine them as well if you want them to either be up to scratch or go further than your keeper level.

## Acquiring machines

Monsters can be hard to find, which is why you can craft machines to make up for that. Like equipment you need to learn the recipe first before you can craft them indefinitely. They can also be acquired randomly from Campaign levels, chests or PvP, and also found as a reward with a set level in Catacombs, Wizard Tower and Festival Events.

## List of machines

### Damage Dealer

* Ballista
* Cannon
* Firebreather
* Triple Ballista
* Lightning Blaster
* Steel Serpent
* Bombard

### Warrior

* Oak Guardian
* Adamantite Guardian
* Spiked Bladesman
* Iron Smasher
* Iron Defender
* Runed Golem
* Chill Turret
* Runic Construct

### Tank

* Wooden Guardian
* Steel Guardian
* Spear Wall
* Stout Guardian
* Iron Wall
* Clay Golem
* Suit-of-Arms
* Razor Wall
Thunderstorm Staff

The Thunderstorm Staff is a tier 1 epic staff. It is preceded by the tier 1 epic Rod of Ruin, and succeeded by the tier 2 epic White Staff of Viarus.

## Requirements

* Blacksmith: 40
* Alchemist: 43
* Engineer: 38

## Strategy

It seems to be an improved version of Rod of Ruin, with all stats of attack, defense and damage power far above its predecessor, as well as having good properties, such as +1.5% critical chance and +5% soul energy to start your team loaded to attack, plus boosts of 100 health, 25% lightning resistance and 15% fire resistance. Its damage type is lightning.

But despite these high stats, it is still not as powerful as Rod of Ruin in that the Rod of Ruin deals triple damage because it has two types of elemental damage and more physical damage, while the Thunderstorm Staff has only one type of elemental damage plus its lower physical damage. In addition, many heroes and monsters have strong resistance to thunder type, which would make your attacks much weaker.

Additionally, its defensive power is unfortunately much weaker than even the super rare Nature's Offering, which offers strong resistances in addition to extra armor.

Overall, this staff is probably not worth crafting for most players.
Necromancer (monster)

**Necromancer** is a super rare class monster found in some campaigns and dropped as reward in the Treasure of the Witch campaign. It may be easily confused with the epic hero Necromancer, because of having exactly the same name.

## Status Max

* Attack: 271
* Defense 253
* Armor 0%

## Skills

* Shadowfire (deals Shadow Damage, amount depends on Necromancer's level)
* Curse of Agony (deals Shadow Damage, 5 times, amount depends on Necromancer's level)
* Animate Corpse (Summons a Zombie 2 levels lower than the caster)

## Description

The Necromancer has similar abilities to Marull, Necromancer, the boss of the Poisoned Well (campaign #2) but in a much weaker version. Because of the low defense and no armor at all, these monsters are not really dangerous, they can just get on your nerves with their Animate Corps skill or when having extra stats/skill in special campaigns.
Maybe the high shadow and stun resistance are the only highlights .
Usage in Tower doesn't make much sense because your dead and likely superior monster is replaced with a zombie.
Mithral Mail

*"A shimmering coat of chain, as light as robes"*

**Mithral Mail** is a Rare Chain armor obtainable via Crafting, Catacombs, the Wizard Tower, and the Guild Shop. It is preceded by the Rare Primal Chainmail and succeeded by the Super Rare Chain Vestments of Security.

## Special Properties

* +5% Faster cooldown to all skills
* +80 Health
* +8% Magic Resistance

## Strategy

Mithral Mail's faster cooldown bonus and magic resistances, akin to the properties of Chainskin, make for a good early game equipment piece. It's not necessary to craft it, as long as you can find one for free through one of the sources listed above. Chainskin does outclass Mithral Mail eventually, though you can keep it as a placeholder until then.

Some players have actually used Mithral Mail to great effect against stages 6 through 9 of Zaluss The Demolisher. If using Warmaster as the frontline hero, Zaluss will use Eat Your Soul to damage Warmaster to below 30% health and activate the damage bonus for Wrathful Strike, but earlier stages of Zaluss may not deal enough damage. The lower stats and health compared to Chainskin allows Warmaster to more consistently reach the 30% sweet spot. The exact levels and enchantments to use are tricky to find and may require some experimentation, but will give a higher damage payoff overall.

## Trivia

* The Trick or Treat campaign has extremely high-leveled Rare equipment available as rewards, including a level 90 Mithral Mail.
The Giving of Thanks

**The Giving of Thanks** is a special Campaign that lasts 7 days. It consists of ten Missions, each with three Stages. The rewards are primarily Gems, Portal Stones, and Food, with Battle Chests given at the final Mission instead of Portal Stones.

## Campaign Properties

You may choose four heroes for your party.

## Strategy

### Mission 10 for players below 55:

**Druid**

**Shaman -- Warmaster**

**Mystic**

 Shaman
 Warmaster
 Mystic

Stage 1 is easy. Use Shield Tactics to start so you take less damage, and then Doom to allow your Shaman to inflict massive pain on all the enemies. Rapid Regen if necessary, but make sure you end the Stage with full soul energy and soul skills recharged.

Since the Clerics in waves 2 and 3 ignore 100% of defense, neither gear nor skills that offer defense will impact your survivability, so Shield Tactics may not be of any use to you. Use Rapid Regen right after any AoE (Area of Effect\*) attacks or a single target attack that hits you for high damage. Invigor either Shaman or Warmaster whenever possible. Due to AoE Cleanse, you must handle your Doom timing with care--it's best that you delay activation until right after Cleanse is used. That way, Cleanse will be on cooldown and your Shaman will get a chance to deal some damage. Though the Cleric in the front is very resistant to Shaman's attacks and she has a relatively high dodge chance, it's fine to use Power Punch on her simply because you should have more soul energy than you know what to do with 90% of the time. After enough time, Shaman will take out the backline Cleric with an Earthen Strike and the others will fall in short order. Do the same thing for Stage 3, except target the red Cleric with Entangle and Confuse at all times.

The only major threat to your run is Bludgeoning Strike. It IS affected by Shield Tactics (due to the armor buff), so if you see it in queue, Shield Tactics might allow you to survive one of them. If not, just use a Revive potion and carry on. The second Bludgeoning Strike that you see can be harder to deal with, as it requires enough foresight for you to know which hero will get hit so you can use an Immune potion on him/her before it happens. These Clerics always target the hero with the lowest health, so you should be able to gauge which hero is at the lowest health based on the size of the health bar and your knowledge of which heroes have more max health than others. Generally, Druid or Shaman will be the victim of Bludgeoning Strike unless one of the other two heroes has taken significantly more damage. If a hero ever dies from Bludgeoning Strike and you don't have another Revive to take care of it, you'll probably have to restart the run.

\* Often abbreviated as AoE, Area of Effect skills or attacks are able to damage all targets in a defined area. In Tower Keepers, it usually refers to skills that can damage the entire enemy party, though strictly speaking, Row and Line attacks are also AoE, just with a smaller area affected.
Archer

## About

*"Always wins the giant teddy bear at town fairs"*

 Dodge
 Critical chance

 **Double Shot:** Deals physical damage to two enemies (Ranged)

 **Take Aim:** Next attack deals more damage

 **Piercing Shot:** Deals physical damage in a line

 **Headshot:** Deals true damage (Ranged)

 **Barbed Arrows:** Critical hit chance increased

 **Hunter's Instinct:** Damage increased when target has low health

## Summary

* Archer is a pure damage dealer who can deal physical and true damage at range. Can increase his own damage with certain skills.
* Due to poor defensive capabilities, Archer works best placed at the back row where he can safely deal damage while the front row can take the damage for him.
* Archer has a very fast attack cycle, allowing him to attack frequently. With Sharper Reflexes, he can initiate Quick Shot slightly more often.
* Most of Archer's attacks deal physical damage, meaning that enemies with high armor can reduce his damage output. Headshot and his soul skill Swarm of Arrows bypasses this.
* Take Aim allow you to deal increased damage, though it only affects one attack that is initiated after this skill.
* The Hunter's Instincts passive skill can give Archer the role of picking off weakened targets since it increases damage against targets with at least half their health lost.

## Recommended Loadouts

Loadout 1

* Skills
	+ **Actives:** Quick Shot, Double Shot, Piercing Shot
	+ **Passives:** Sharp Reflexes, Hunter's Instincts
* Pure physical damage with fast cycle, effective against low armored heroes.

Loadout 2

* Skills
	+ **Actives:** Take Aim, Piercing Shot, Headshot
	+ **Passives:** Barbed Arrows, Hunter's Instincts
* Slower but more powerful attacks benefiting from increased damage and critical chance. Strong against heroes with low defense and health
Mage

*"Yes, I tried zapping the cage lock, geez..."* - Mage

The Mage is a common damage dealer hero in Tower Keepers. He uses Staves and Cloth armor. He is one of the first heroes you start off with along with the Fighter and the Cleric.

## Description

Damage Dealer: Specializes in wreaking havoc with powerful magic spells.

## Skills

### Soul Skill

* Rain of Fire: Deals fire damage to all enemies.

### Active Skills

* Zap: Deals lightning damage to a single target.
* Fireball: Deals fire damage to all enemies.
* Acid Lance: Deals poison damage 5 times to enemies in a line.
* Mage Armor: Increases Mage's armor temporarily.
* Ice Bolt: Freeze target and deal cold damage.

### Passive Skills

* Discretion: Increases Mage's armor and all resistances.
* Wisdom: Increases training points earned from combat.
* Healthy: Increases Mage's health by a large amount.

## Summary

* As a ranged damage dealer, the Mage can pick off targets at any position with good damage output.
* He has a variety of attacks of different types; lightning, fire, cold and poison attack skills.
* Since he has no physical-based attacks, he is able to take down enemies with high armor without the reduction in damage, especially against tanky enemies.
* It is recommended to have Discretion or Healthy chosen which will make him tougher to beat. At 4 stars you can have both to maximize his survivability.
* His passive skill, Wisdom, is very useful for farming training points as it increases the reward by a percentage. Use it if you're low on training points.
* Be aware that certain enemies have resistances against one of his attacks. Read the info of enemies before combat to be informed of which has high resistance against a particular element. For example, a Zombie has very high poison resistance making the Mage's Acid Lance skill ineffective.
* Due to his low defense and usage of cloth armor, it is best to have him at the back so that the heroes at the front can take the damage for him while he returns the punishment back.
* He is capable of reaching the 80% resistance cap on Fire, Ice and Lightning when using Discretion, Aetheron Robes and being paired with Cleric using Charismatic Leader, if Discretion and Charismatic Leader are high enough levels. Warmaster with Commanding Aura or Mystic with Knowledge can boost magic resistances enough to allow his Poison, Light and Shadow to also reach 80%. This can allow him to take massive magic damage.
Hero's Vest

*"The garb of heroes"*

**Hero's Vest** is the first craftable Super Rare Leather armor. It is preceded by the Super Rare Vest of the Flayer and succeeded by the Tier 1 Epic Great Wyrm Hide.

## Special Properties

* +1.5% Crit chance
* +240 Health
* +15% Stun Resistance
* +15% Magic Resistance

## Strategy

Hero's Vest is, essentially, a weaker version of Great Wyrm Hide. Its stats and special properties are all either the same or weaker than its successor, with the sole exception of the 15% Stun Resistance. This makes Hero's Vest a waste of resources, since one could simply wait a couple levels for the superior Great Wyrm Hide instead.
Kobold

*"Tiny minions of evil."*

## Skills

* Bash: Deals physical damage to a single target

## Summary

* Kobold has low health and weak stats. Any hero with an alright attack number can kill them instantly, or fatally wound them.
* Its Stab skill deals physical damage, meaning heroes with good armor can decrease its damage potential.
Mace

The **Mace** is the first craftable weapon of the of the One Handed Hacking weapon crafting tree. It can also be aquiered as a random drop at any campaign battle.

## About Mace

As a common weapon the mace doesn't have any special properties. It's stats are mediocre with a relatively high attack value, but a rather low defense value and low damage. Because it is easily to obtain through campaign battles it is often used for low level heroes of the One Handed Hacking weapon class until they eventually find better gear.

## Strategy

* Like any other low level weapon it is not advised to use any resources to craft it, but to save them for better gear of super rare or epic quality.
Sword of Vengeance

Sword of Vengeance is a super rare One Handed Slashing weapon. It can be obtained by Crafting, in Dragon's Hoard or by Stage 10/60 of Zaluss the Demolisher.

## Special Properties

* -3% Enemy dodge
* 10% Stun resistance

* 1% Armor

## Strategy

Sword of Vengeance is most likely not worth crafting. The (75) version from Fighter's Adventure can be used by Knight until Tier 2 and Tier 3 epics can be crafted. It's far better than Blade of Wonder (60) but worse than a Blade of Wonder (80). The Stage 10/Dragon's Hoard version should most likely only be used by Kensai or Ninja at lower levels, until they can get Vorpal Warsword, and only if they fail to obtain Blade of Wonder from Zaluss the Demolisher, Guild Shop or Dragon's Hoard. Due to poor star levels at lower levels you're better off not crafting the weapon and not using Kensai or Ninja at lower levels, if you don't acquire a "free" sword. However, if you do acquire a Sword of Vengeance from Zaluss or Dragon's Horde. They will benefit greatly due to their weak cloth armors needs the added defense and armor if they can't get the 10% Dodge from Blade of Wonder. The 3% decreased dodge of enemies is also a great property for the two damage dealers, but also for landing hits with Knight's Sunder. Knight is however much better off with the dodge from Blade of Wonder or by crafting a Perfect Katana as he already has good defense and armor from his plate armor and passive skills. Best weapons for Knight before level 55 is Sword of Vengeance(75/80), Perfect Katana (80), Blade of Wonder (80) from Stage60 of Zaluss. The other OHS heroes is better off with Vorpal Warsword before level 55, except in niche cases where the Blade of Wonder is a better choice for survival, for example on Spellsword in Spellsword's Crusade. When one can craft epic tier2-3 all super rare OHS swords becomes outdated even the (75) and (80) versions.
Iron Wall

**Iron Wall** is the third uncommon class of tank machine.

## Strategy

Although she is one of the best armor of the machine class and also possesses immunity to critical damage, but just because she can not attack, and can not dodge attacks, any hero with elemental damage or true damage can easily destroy this wall of steel.

But even so, it can still serve as a lower-level niche defense, where there are not too many developed heroes that can ignore damage, or even apply armor plucking.

## Trivia

Even Iron Wall is an inanimate object, but when it receives an evasive buff, it can dodge various melee attacks and ranged attacks.
Runic Construct

The Runic Construct is an epic crafting recipe for Machines.

It is the most advanced recipe among "Warrior" machine types.

## Crafting Requirements

* Blacksmith 20
* Alchemist  30
* Engineer   25

Resources

## Strategy

The Runic Construct is a supportive/tank type warrior, with above-average stats, the ability to stun a foe, the hard-to-kill passive, and the ability to raise its attack and defense even further, while lacking in damage dealing. It works best as a frontliner, allowing it to use its high stun resistance to prevent stuns from doing much, its high defense to reduce most melee attackers' damage potential, and its hard-to-kill status to severely hurt physical attackers' damage output. It is good to put it alongside Cleric or Druid, due to its ability to take a lot of damage allowing healing to be highly valuable on it. Warmaster is also a good hero to pair with it, due to his ability to reduce its skill cooldowns (allowing it to boost its attack and defense faster with more Overloads, and stun more often with Stunning Blow), and his ability to boost its damage output.

As an upgraded form of the Runed Golem, a Super Rare Warrior-type machine, it is worth skipping over the Runed Golem and crafting one of these instead, as the only thing between them to prevent one from crafting a Runic Construct over a Golem, besides minimum crafting requirements, is the Chill Turret. Runic Constructs aren't overly powerful machines, so they aren't really worth crafting as a tower defender besides being able to boost your tower's rating. However, they *are* good for some campaigns that allow machines, due to their high stats and overload ability, so it's recommended to craft one just for the purpose of using in campaigns.
Bandit Marksman

*"An expert shot with a bow."*

## Summary

* Bandit Marksmen are no different to their weaker cousins, but have slightly better armor and a form of lightning resistance.
* Its attack deals physical damage, meaning heroes with good armor can decrease its damage potential.

## Stats

The following chart displays the stats for the Bandit Marksmen depending on their level.
Chill Turret

*"An excellent source of freezing magic, this turret will slow attackers."*

**Chill Turret** is a Super Rare Machine in the Warrior class. It is preceded by the Super Rare Runed Golem and succeeded by the Epic Runic Construct.

## Stats

* Max Level: 70
* Max Attack: 670
* Max Defense: 531
* Max Health: 2030
* Max Armor: 10%
* Resistances: Ice 50%

## Skills

* **Frost Bolt:** Deals 126-209 Ice Damage and freezes briefly
* **Icy Barrier:** Grants 120-200 bonus health and increases armor by 32.5% briefly
* **Freezing Aura (Passive):** Increase opponent cooldowns by 22%

## Strategy

Chill Turrets are quintessential in tower defenses, second only to the Heroes inside.

Its base stats are actually quite weak--it doesn't do much damage, it has low health, the Attack and Defense stats are average at best, and it can be destroyed in only a couple of strong attacks. However, the Chill Turret has 2 key characteristics which make it the most vital part of any tower defense. The first is its Freezing Aura passive, which increases the cooldowns of all attacking heroes by a staggering 20% or more. Not only does it make attacking hero cooldowns painfully slow by itself, but *it also stacks*. Therefore, having 3, 4, or even 5 Chill Turrets on the same floor will bring the attacking team's speed to a crawl. The other significant aspect of Chill Turrets is their Frost Bolt, which freezes enemies that are hit. With this combination, not only are attackers being nearly immobilized by the cooldown increases from Freezing Aura, but most of them are also *literally* being immobilized by the stunning Frost Bolt attacks.

These two skills are what make Chill Turrets essential to any strong tower. Players will typically stack 2-5 of them in one tower floor (any empty spaces can be filled by Corrupted Inquisitors, Black Fist Evokers, or a Razor Wall) and place a hero in the 6th spot. This hero can often be Shaman, Ninja, Warlock, Blackguard, and still many others. The result is a floor in which the defending hero will attack again and again and again, all while the challenging team is repeatedly frozen by the Chill Turrets and unable to do anything for large periods of time. Attackers will need to be well-geared and well-starred in order to make it through towers with Chill Turrets and high-damage heroes.

Chill Turret is also a preferable choice in the Pirate's Voyage 2-day campaign, which allows the player to bring machines into battle. The Chill Turret slows down the attack speed of enemies, and an attacking hero (often Blackguard) picks them off one by one. Cleric heals and revives heroes or the Chill Turret if any perish, and Pirate provides a little bit of extra resistances and health.
Bastian, Demonologist

*"The master demonologist, summoner of powerful demons."*

## Appearances

* Campaign 6: The Demon's Blood (Boss)
* Wizard Tower floor 31 (Boss)
* Temple of Terror (Boss)
* All Hallow's Eve (Boss)
* All stages of Trick or Treat

## Skills

* Cone of Fire: Deals fire damage in a line
* Shadowfire: Deals shadow damage (Ranged)
* Major Heal: Heals a large amount of damage to an ally
* Summon Demon: Summons a Lesser Demon

For skills that Bastian uses in the Wizard Tower, see its respective page.

## Summary

* Bastian is the boss of campaign 6; The Demon's Blood. He has high magic resistances and an alright amount of armor, which makes him tough to take down combined with his high health.
* He can deal fire damage in a line and deal shadow damage from afar, so high resistances against these types of damage can reduce his damage potential.
* His signature move, Summon Demon, allows him to spawn Lesser Demons in the battlefield. Although they don't pose a threat damage-wise, they can increase the dodge rate of all of its allies which can be frustrating to deal with so it is recommended to take them down quicker before they initiate the party buff.
* He can heal a large amount of damage with his Major Heal skill.
Decimator

**Decimator** it's the first weapon of the class Super Rare in which one can graph, for the class Two Handed Slashing.

## About Decimator

Like Dominator, it has a great balance between attack and defense, but it has a low attack but compensates with a great damage power that is just below the Flaming Great Scimitar and its epic successors . Their properties are also very good, having a 4% chance of crit, with 30% of crit damage when hit and an increase of 100 health.

In offensive attack may not exceed Flaming Great Scimitar, but Decimator is even better than this guild weapon, as it can be used for both attacks and defenses. That's why it's really worth creating this weapon as long as you do not have enough level to create the epic weapons.
Sword of Victory

*"Empowers the wielder with speed, courage, and determination"*

**Sword of Victory** is a Rare One-Handed Stabbing weapon obtainable by crafting, the Guild Shop, and as a random drop from Festival Events. It is preceded by the Rare Murderer's Shiv and succeeded by the Super Rare Bloodletter.

## Special Properties

* -0.1 Initiative
* +5% Soul Energy

## Strategy

Sword of Victory is decent for lower level players to equip onto their Blackguard. It's best to not craft this weapon, since it can be obtained for free via the methods stated above. At later levels, it is quickly outclassed by Bloodletter and Dark Defender, so there's no reason to hold onto your Sword of Victory for very long once you've unlocked better options.
Shikar, Vampire Lord

"*Shikar, the Vampire Lord, resides in this opulent manor.*"

**Shikar, Vampire Lord** is the boss monster of Campaign 5, The Covenant, and also appears in The Crimson Masquerade.

## Appearances

* Campaign 5: 5-18 Shikar's Manor
* The Crimson Masquerade 19 and 20
* All Hallow's Eve 11
* All stages of Trick or Treat

## Skills

* Swift Strike: deals physical damage
* Energy Drain: removes target defense, boosts own attack
* Gaseous Form: additional armor
* Vampiric Strike: self-healing attack
* Regenerate (Passive): minor self-healing over time

 70
 71

## Description

Shikar is a Vampire Lord with an additional Energy Drain skill and better armor and resists, who is in Mission 18 in The Covenant.

Shikar also appears in The Crimson Masquerade, with new abilities. Among them is Mass Dispel, which removes all buffs from the heroes. The best strategy to face Shikar, especially in 10 Extreme (difficulty), is to use Blackguard and Mystic, along with Cleric and another support hero, thus weakening his defenses, while Blackguard eliminates his monsters using his Saber. Your reward for defeating Shikar in The Crimson Masquerade is a Shikar of your very own!

### In Tower Defense

Due to the standard Vampire Lord's high maximum level, which is level 70, Shikar has the same level cap as his basic monster counterpart, which is very unusual for boss monsters. And because of his high defenses and the ability to use Gaseous Form, he is one of the best tanks to use with Amazon, helping her to successfully defend your tower against higher level opponents.
Hero Battles

Hero Battles is a PvP mode where two players pit their 4-man teams of heroes against each other. It is available beginning at keeper level X. A player must be in a guild and have under 500 guild marks in their inventory to participate in hero battles.

## Description

Hero Battles are the most rewarding form of PvP in terms of prestige and guild marks, assuming the player is victorious.

### **Tier 1 Hero Battles**

Tier 1 hero battles take place up until keeper level 29. In this mode, each player has 1 team of four heroes. Entry cost is 100 gold.

### **Tier 2 Hero Battles**

Tier 2 hero battles take place beginning with keeper level 30. In this mode, each player has 3 teams of four heroes, and they pair off until one player wins two matches, meaning the pairing between third teams may not even take place. Entry cost is 200 gold.

## Wizard's Chosen

Wizard's Chosen is a hero battle against the computer. It is highly recommended for players who do not yet have strong heroes and the best weapons and armor enough to face a more competitive PVP, but their rewards when they win are greatly reduced.

But a curiosity here is, when you reach level 45, the level of difficulty against the bot becomes much harder to beat, because here, all heroes are using more advanced weapons and armor, making the strategic placement of heroes who have low HP and stamina, getting trickier by every level you climb, but their rewards are still extremely low, as artificial intelligence is not yet programmed to play like a real person with great strategies.

## Rewards

### **Battle Chests**

\* may be split between two heroes (6 each), or between 3 heroes (4 each). Excess stones are automatically converted to gold.

\*\* random drop.
Shattered Earth

Shattered Earth is the 4th campaign of Tower Keepers. It is unlocked after finishing the 3rd campaign Edge of Doom on normal.

## Missions

### 4 - 1 Critters

Some creatures here are oversized

Contains 3 stages

level 19/23/30

* Normal: 200 Training Points
### 4 - 2 Scouting Party

Stop this orc scouting party from reporting back

Contains 3 stages

level 20/24/31

### 4 - 3 Orc Siege

Break the Orcish siege!
Contains 3 stages

level 20/24/31

### 4 - 4 Demon's Blood

The orc are in league with dark forces
Contains 3 stages

level 20/24/31

### 4 - 5 On The Trail

A winding trail keads through these lands
Contains 3 stages

level 21/26/32

### 4 - 6 A Giant Problem

Beware giants and other foul beasts
Contains 3 stages

level 21/26/32

### 4 - 7 Web of deceit

Fight through this nest of spiders!
Contains 3 stages

level 22/27/34

### 4 - 8 Into the swamps

The verdant swamps of succour
Contains 3 stages

level 23/28/35

### 4 - 9 Orc village

This orc village serves as a staging ground
Contains 3 stages

level 24/29/36

* Extreme: Shaman scroll, Lv. 25 Bloodied Axe, 100 Skill Points, 50 Artisan Points

### 4 - 10 Path of Dread

Ogres and trolls guard this path
Contains 3 stages

level 25/30/38

* Extreme: 20 Adamantite Bars

### 4 - 11 Lakeside Camp

Frozen blood ircs stand guard around this camp
Contains 3 stages

level 25/30/38

* Extreme: Fighter Scroll, 250 Training Points, 1000 gold

### 4 - 12 Frozen Blood Bastion

A stronghold for the frozen blood clan
Contains 3 stages

level 26/31/39

* Extreme: 5 gems, Lv. 37 Battle Ogre, 5 Arcane Shards, 100 Skill Points

### 4 - 13 Ogre Smash!

The overlord has sent his powerful ogres
Contains 4 stages

level 27/32/40

* Extreme: Cleric Scroll, Lv. 36 Deadly Blade

### 4 - 14 Demonic Accord

A deal has been struck between orcs and demons
Contains 4 stages

level 28/33/41

* Extreme: Knight Scroll, Lv. 41 Frozen Blood Executioner, 1 Wizard Tower Ticket, 100 Training Points, 250 Gold

### 4 - 15 Orc Horde

Face the fury of the orxis horde and prevail!
Contains 5 stages

level 29/34/42

* Extreme: 20 Adamantite Bars, 5 Arcane Shards, 2 Celestial Orbs, 50 Artisan Points, 500 Gold

### 4 - 16 The Overlord

Raq, Orc Overlord awaits you

Contains 5 stages

level 30/35/44

Enemies:

* Raq, Orc Overlord‏‎

* Extreme: Knight Stone, Ancient Mage and Samurai Scroll, 250 Training Points, 500 gold
Harlequin

*"Adds a little humor to this sad troupe of bandits."*

## Appearance

* Campaign 1: A Shadow Grows
* Campaign 2: The Poisoned Well
* Campaign 3: Edge of Doom

## Skills

* Spark: Deals ranged lightning damage to a single target.
* Minor Heal: Heals a small amount damage to a single ally.

## Summary

* Harlequin can heal allies when they sustain damage. It is recommended to take them out with a ranged attack before they increase the survivability of their allies
* His Spark skill does lightning damage at range. Like all magic-based attacks, it ignores armor but weak against heroes with high lightning resistance.
Undead Warlord

**Undead Warlord** is an Epic Warrior type monster

## Appearances

* The Covenant from 5-14
* The Demon's Blood

## Skills

* Great slash
* Slash
* Lightning Bolt

## Description

Having more attack, health and defense than most forms of other skeleton the Undead warlord is comparably better to its other skeletal counterparts.

Because they are epic monsters, they are difficult to get as drops and are usually going to be find around campaigns 3 or 4. With their rarity they do not put up much to show for it in higher levels, due to lackluster abilities and low overall stats. they are more or less used for a trophy.

A level 80 Undead Warlord can be obtained from the limited All Hallow's Eve campaign's 12th level on extreme