*New Game Guide UP Click here*
March 19th 2014 *updated added Elemental Empire guide
“Stick Empires™” & “Stick War 2: Order Empire”: Game Guide
Important Note:
*Unlike most flash games, “Right mouse click” will work in our game.
Objective: Destroy the enemy statue before they destroy yours.
Pause/Mute/Options: P/Esc
Surrender: P (pause), then click quit.
Type in game: Enter
Controlling Units:
Selecting units: Left clicking the unit or click and drag a box over units for multiple selection.
Move selected units: Right click on the field or mini map.
Attack with selected units: Right click the unit to attack.
Attack Move selected units: Press “A” (attack) on keyboard then right click behind the enemy.
Hold Position: Press “H” (Hold) on keyboard.
Queue up multiple commands: Hold Shift while executing commands.
Miners:
Get Gold: Select a miner then right click on a mine to start collecting gold.
Get Mana: Select miner then right click on the statue to start collecting mana.
Global commands:
Attack: click the attack sword button. (will send all offensive units at the enemy)
Defend: click the defend shield looking button. (your army will stand infront of your statue)
Garrison: click the back sword button. (will also heal and cure units)
Select all offensive units: SpaceBar
Selecting all of one unit type: Double left click that unit.
List of Units:
Order
1. Miners: Collects resources gold and mana, able to construct walls.
2. Swordwrath: Inexpensive with average attack and health, able to Rage.
3. Archidons: Ranged with low health, able to out range the enemy.
4. Merics: Cleric with the ability to heal and cure.
5. Magikill: Leader of Order, powerful mage able to cast explosions, poison, and electric walls.
6. Speartons: Tanky with great health and armour, able to form a phalanx.
7. Shadowrath: Fast sneaky ninja with cloaking, poison and assassination.
8. Allbowtross: Slow flying ranged unit wheeling a crossbow, able to shoot flaming bolts.
9. Enslaved Giants: Chained up Chaos Giant that throws large boulders.
Chaos:
1. Miners: Collects resources gold and mana, able to construct turrets.
2. Crawlers: A small fast inexpensive and powerful in packs.
3. Deads: Undead ranged unit that throws its own poisonous guts.
4. Marrowkai: A skeletal mage able to cast rows of deadly fists and summon reapers.
5. Medusas: Queen of the Chaos able to turn units to stone and spray pools of poison.
6. Bombers: Fast inexpensive quickly trained, able to explode and do massive area damage.
7. Juggerknights: A strong heavily armored knight able to charge and stun.
8. Eclipsors: Fast Flying ranged unit trained more quickly and cheaper then Albatross.
9. Giants: Wielding a large club and dead unit for a weapon it smashes the ground causing stun.
How to research and use technologies & abilities :
1. Look behind your castle you will see multiple building types. Click a building, and a list of possible technologies to research will show up in the bottom right of the screen. Mouse over the icon of the ability you wish to research and a popup of the costs and build time will appear. Click the Icon to purchase this ability.
2. Once a unit's ability is researched, select the corresponding unit. On the bottom right you will see the ability icon appear click this to turn the ability on.
*TIP: You can use hot keys “Q” and “W” to cast the 1st and 2nd abilities respectively
*TIP: Some abilities may be passive, meaning they happen automatically. Some Abilities need to be cast (Juggerknights Charge) while others are a toggle on and of f(Deads Poison).
Buildings: Only one unit at a time can be trained per building type. Example: If you train 2 Juggerknights then click to train a Crawler, the Crawler will not begin to train until both Juggerknights have finished training.
List of Build Types for Order:
1. Barracks
Trains: Swordwrath Shadowrath and Speartons.
Upgrades: “Rage”, “Shield Wall” , “Shinobi” Level 1,2“ and “Shield Bash”
2. Archery range
Trains: Archidon and Allbowtross.
Upgrades: “Fire Arrows”, “Castle Archer - Level 1, 2, 3” and “Blazing Blots”
3. Mage guild
Trains: Magikill
Upgrades: “Blast”, “Poison Spray” and “Electric Wall”
4. Giants Prison
Trains: Enslaved Giant
Upgrades: “Giant Growth Level 1, 2”
5. Temple
Trains: Merics
Upgrades: “Cure”,“Resilience”
6. Bank
Trains: Miners
Upgrades: “Hustle”, “Tower Spawn Level 1, 2”,”Miner Wall” and “Passive Income Level 1,2,3”
List of Building Types for Chaos:
1. Cyrpt
Trains: Crawlers, Bombers and Juggerknights.
Upgrades: “Pack Mentality”,”Predatory Edge”, and “Charge”
2. Grave Yard
Trains: Deads and Eclipsors.
Upgrades: “Castle Dead - Level 1, 2, 3,” and “Poison Guts”
3. Bone Yard
Trains: Marrowkia
“Hell Fists”
4. Giants Layer
Trains: Giants
Upgrades: “Giant Growth Level 1, 2”
5. Snake Pit
Trains: Medusa
Upgrades: “Venom Flux”
6. Black Vault
Trains: Miners
Upgrades: “Hustle”, “Tower Spawn Level 1, 2”,“Passive Income Level 1,2,3” and “Miner Tower”
List of Technologies & Abilities for Order:
1. Swordwrath - “Rage”
Effect: Swordwrath will glow red and increase attack and movement speed for a short period of time, however the each time rage is used the unit will lose small portion of their own health.
*You will not lose health to the point of death when using rage.
2. Spearton - “Shield Wall”
Effect: Speartons will move into a defensive stance will shields in front, they will take less damage and perform the shield bash ability if researched. Click again to toggle out of the “Shield Wall”.
TIP:
*A line of speartons teamed up with archidons can be very powerful, use in combination with “Shield bash” to unleash the full potential of the Spearton army.
*There is no cost and the ability is instant.
3. Spearton - “Shield Bash”
Effect: Can be performed only from “Shield Wall” - Speartons will smash back the enemy with their shields.
*Speartons HOLD!!
4. Archidon - “Fire Arrows”
Effect: Archidons will fire a single flaming arrow with extra range and damage, costing small amount of mana.
TIP:
*Use this to out range a defensive opponent and force them out to battle.
5. Shadowrath - “Fixate”
Effect: A passive ability. With each consecutive strike the Shadowrath perform on a target the damage increases up for 5 times.
TIP:
*This ability does not require researching or activation as the unit already has it, and it's always toggled on .
*In a skirmish it may be tempting to run away because of the speed of the Shadowrath, but factor in the increasing damage and you may surprise the enemy at winning what may appear to be at first a losing battle.
*Use Shadowrath in combination with Meric’s to keep you healed as this ability benifits from the longevity of a fight.
6. Shadowrath - “Shinobi” Level 1
Effect: Once you activate this ability the Shadowrath become cloaked and untargetable by attacks. The speed of the unit is slightly decreased and costs mana. The next attack out of Shinobi will do increased damage and inflict poisin on the enemy.
TIP:
*Use this ability simply for scouting the enemy base.
*Verses Order use Shinobi to assassinate the Meric’s so your Poison can not be cured without them running home.
*Versus Chaos remember that Poison is automatically cured over time however still effective because they do not have the option of an instant cure.
*Use the speed of the Shadowrath for a hit and run to poisin the miners and escape.
7. Shadowrath - “Shinobi” Level 2
Effect: Same Effect as Shinobi Level 1 however the next attack out of cloak will do massive increased damage in addition to inflicting poison.
TIP:
*Use this ability to get behind enemy lines and take out the powerful spellcasters.
*Be warned that while you can not be attacked while cloaked you can still be partially seen and spell damage and Explosion damage will still affect you.
*You can kill lower health units in one blow.
8. Meric - “Heal”
Effect: The Meric will cast a quick spell to heal a single unit at a time for a large amount of health iInstantly. and costs mana.
TIP:
*The Meric always has the heal ability and is always toggled on.
*The Meric has very low attack damage and should be used primarily for healing and curing.
9. Meric - “Cure”
Effect: The Meric will cast a quick spell to cure a single poisoned unit at a time costing mana with each cure, once researched cure is always toggled on.
TIP:
*versus same race “Order” you can only be poisoned by Magikill’s “Poison Spray ability” and Shadowrath’s “Shanobi” so it may be best not to waste money researching this ability unless you suspect the enemy will have these units in play.
*Versus Chaos race this becomes an important ability that is worth researching early. Each of the Chaos Deads projectiles infect the enemy with poison and can be especially cumbersome without an instant cure.
*You can also cure yourself by garrisoning your units.
10. Magikill - “Blast”
Effect: A targetable cast spell causing a large area effect explosion that damages multiple units, and costs mana to perform. Magikill start with this ability and does not require research.
TIP:
*Use this in massive battles to get maximum units damaged.
*Blow up bombers before they blow up you.
11. Magikill - “Poison Spray”
Effect: A directional cast spell that sprays multiple units infecting them with poison which also casts through units costing mana to perform.
TIP:
*Magikill have long cooldowns on their spells so getting the extra spell will really boost the effectiveness of the Magikill.
12. Magikill “Electric Wall”
Effect: A targetable powerful Wall of Electrictricity doing constant damage to anyone standing too close costing mana to perform.
*Use the wall for offensive or defensive purpose. But always try to target multiple units.
*Use this in combination with “Miner Wall” to bait the enemy into attacking your wall, then cast at the wall as the enemy is forced to bunch up while attacking.
*When facing another Electric wall try to get the Enemy to cast their spell then run and wait until the wall dissipates before re-engaging as the Spell has a long cooldown time and they have wasted their spell.
13. Allbowtross - “Blazing Blots”
Effect: Allbowtross fire flaming blots with increased damage.
*Dominate the air with this upgrade but be aware of poison from deads.
*Unlike Archidons arrows, Bolts will do bonus damage to armored units.
14. Giant - “Growth Level 1 & Giant - Growth Level 2”
Effect: Your Giant Will Increase In size and Health Dramatically.
TIP:
*Although it may seem wasteful to research this if you don’t have Giants, it can be an effective end game strategy to invest early in this, because the research time is long and you will take your enemy by surprise when a massive Giant appears on the battlefield.
TIP:
*A large Giant can help block projectiles from reaching your weaker units behind them.
15. Miner - “Wall”
Effect: After a short build time the Miner constructs a wall at a location you choose impassible by enemy. This costs gold to construct is limited to two and can not be built too close to statues.
TIP:
*A great fall back shelter for your army which can buy you time to rebuild in a losing battle.
*Combined with Archidons and Castle Archers this makes things very tough for the enemy.
*Having a wall can protect your miners from fast moving units like Crawlers, Bombers and Ninjas from running past your army and destroying you’re Economy
16. “Castle Archer - Level 1, 2, 3, 4”
Effect: An untargetable powerful Archidon will appear high on your castle walls out of reach from the enemy that requires gold to research. With Each upgrade level a new Castle archer will appear with a maximum of 3.
*Perhaps the most important technology to research in the game.
*Building an early Castle Archer will protect you from early attack, however building too early will put you behind in economic production. Find the right balance.
17. “Passive Income - Level 1, 2, 3”
Effect: Passively gain a small amount of gold and mana every few seconds. Increasing the amount gained with each level up to a maximum of 3 levels.
*If you are not pressured and have a defensive stance Investing a small amount of gold and mana will pay for itself quickly and give you an bigger edge the longer the game goes lasts.
18. Miner - “Hustle”
Effect: Miners walking speed increases.
TIP:
*Walking speed will increase your gold collection rate dramatically and especially for reaching Gold mines further out on the map.
*Use Miner Speed to catch your Enemy off guard for an all in attack using your miners to tank their way in front of your army.
19. Statue Health - “Resilience”
Effect: Increase statue health.
* This should be used in a defensive strategy.
20. Tower - “Tower Spawn 1 & 2”
Effect: Spawn an uncontrolled ghostly unit from the center tower for no cost or population.
* This will break a stalemate against an over defensive opponent.
List of Technologies & Abilities for Chaos:
1. “Natural Heal and Cure”
Effect: All Chaos units benefit from a passive heal and cure rate over time. This does not require research or cost.
*Chaos units will benefit from small skirmish situations where the unit is able to survive and heal up.
*Chaos will benefit from auto curing during battle. However they can not instantly cure themselves so this can be also seen as a disadvantage in some cases as the Order have Monks that can instantly cure.
*Garrisoning units will still be the fastest way to heal and cure chaos units.
2. Crawler - “Pack Mentality”
Effect: Increasing the amount of Crawlers in your army will increase the damage of all Crawlers stacking up to 5 times.
*Try to have more then 5 Crawlers when researching this ability to maximize the amount of time during battle that you can take advantage of all 5 stacks.
3. Crawler - “Predatory Edge”
Effect: Massive run speed increase for all Crawlers.
*Crawlers can now attack while chasing most fleeting units.
*Great for harassing Economy.
*Great for running past front lines to attack the weaker back row units.
4. Deads - “Poison Guts”
Effect: Deads can toggle on and off the ability to have their projectiles inflict poison. Each projectile cast cost a small amount of mana unless the unit is already poisoned.
*Deads do low amounts of damage compared to the Order’s Archidon however with this ability they become the backbone of your army.
*With many Deads you can use up your total mana pool very quickly without proper management so toggle this off if your trying to save for a specific unit that costs mana.
5. Juggerknight - “Charge”
Effect: Juggerknight will dash quickly in a straight line, if the unit comes in contact with the enemy during the charge it will knock them back causing damage and stunning them for a short time. This requires mana to use.
*Use this to chase down and destroy fleeting units.
*Begin a large battle by closing the gap quickly and stunning the front lines.
6. Marrowkai - “Hell Fists”
Effect: A directional attack, a powerful line of fists will smash up from the ground causing instant damage to anything in its path. Requires mana to use.
*Take out units protected by the strong front lines.
*Use against bunches of units.
7. Marrowkai - “Reaper”
Effect: A Reaper is summoned to attack at a single unit causing it to drawn towards the Marrowkai, causing instant damage and inability to attack for a short time.
*Summon the enemy units most powerful units into your ar