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Low is a good starting point for phones and laptops with integrated graphics. High adds richer visual effects for capable desktops and console-class hardware. Actual performance depends on your device and browser, so switch profiles if play is not smooth.
Defeated enemies sometimes drop an item, which lands on the grass beside the road. Gear glows by rarity. A Gold Bag looks like any other item: click it to open it where it lies, or drop it on a stickman, and coins spill out. Sweep over the coins to collect them.
Equip gear by dragging it onto any stickman. Gear adds Strength, Dexterity, Intelligence or Armor, and a few rare pieces add range or an extra move each round. Food dropped on a stickman is eaten at once: meat raises its maximum health, vegetables Dexterity and fruit Intelligence.
Every stickman carries up to six items. A stickman whose six slots all hold gear becomes a Hero.
Select a stickman and open its nameplate to see the items it carries. Drag an item out to hand it to another stickman.
Some enemies carry a signature item of their own. Bosses always drop supplies and often a rarer piece.
Each tower has a promotion Rank and a separate Training level. Gold promotions raise Rank; they do not replace the Training XP bar. Last hits, assists (a share for damage dealt) and every cleared wave grant Training XP. Each completed 100 XP bar rolls two lots of 1–3 spendable stat points, limited by remaining capacity. Promotions grant both automatic stat rolls and extra points for you to spend.
STR: grows health, weight and body size. Warrior classes also use it for direct damage.
DEX: improves attack speed, accuracy and critical chance. Archer classes also use it for direct damage.
INT: grows reach toward each class's range cap and increases critical damage. Mage classes also use it for direct damage.
Damage grows only from the class's preferred stat. Speed and critical bonuses have diminishing returns; equipment, class abilities and active buffs also affect the final numbers. Tap the DPS number for your selected unit's calculation.
Train up to 500 points in one stat and 1,000 combined. Equipment and passive bonuses are separate from those trained-point limits.
Every fighting class favors one stat, which counts 60% more than the others: Warriors (Swordsman and the classes it unlocks) favor STR, Archer-style classes favor DEX, Mages favor INT.
A tower never transforms into a new class — it stays exactly what it is forever and just keeps growing its own stats. What DOES happen: pushing a stat far enough locks in something about that tower, permanently, and pushing far enough again unlocks a different, better tower as directly buildable from the Build menu from then on, for the rest of the current game. The tower that earned the unlock stays exactly what it was.
Every locked row in the Build menu shows the class waiting to be found. Tap its ? to see what it does, which stat on which class unlocks it, and the wave that unlocks it on its own when it has one.
Gear drops from enemies, and a living Merchant (or a passing caravan) opens the Shop for more. Drag an item onto a stickman to equip it. Each stickman has 6 inventory slots; fill all 6 with equipment to awaken a Hero with a permanent +5 to every stat. Consumables do not count toward that requirement.
At 500 combined trained stats, you can name your stickman. At 1,000, it earns a trophy and further XP converts to gold at 25 XP per coin.
Burn: ticks 4% max HP damage every 0.5s. Poison: flat damage every 0.6s, strength set by the Blowdart that applied it. Slow/Stun: from Mage and Hammerman. Shield: absorbs a set amount of damage before HP is touched, regenerating over time when not hit.
The same stickman must keep landing kills within 1.2 seconds; a gap or another stickman taking the next kill resets the streak. Milestones run from Killing Spree at 100 kills to Ascended at 1,000 and grant a brief Bloodlust effect.
If a tower's HP hits 0, it's overrun and locked out of action for the next 2 full waves before recovering.
Barricades don't attack, don't earn EXP, don't level up, and can't unlock anything — they're a tough obstacle, not a fighter. Bought directly from Build (costs wood + stone, not gold, or free using a banked free-barricade charge) — tap Barricade in the Build menu, then tap a valid path tile to place it. Once placed, it physically blocks enemies from passing. It can still be picked back up (📦 Pick up) and re-placed or moved for free afterward, since it's already paid for.
A Barricade's HP is its literal block-strength (shown as a fraction, e.g. 7/10) — it loses at most 1 HP every 10 seconds, with the first point requiring a full contact interval. All attackers share that limit, so a Barricade can hold a chokepoint before breaking.
Each accepted expansion extends both ends of the existing path and reveals surrounding grass. Existing towers stay in place; a blocked expansion does not spend your payment. You can buy one expansion per wave.