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A Sneak Peak

November 5th, 2009 admin Leave a comment Go to comments

Its time to reveal some information on our first two characters in TGO, the knight and the brute.  The interaction between these two tactical characters is going to be interesting.  The brute is just like he sounds, one of the stronger blunt attacking units.  He is a barbarian type, preferring to worry less about taking 3 arrows in his chest and more about how quickly he can slash that pesky fly.  Sometimes, the best way to take out those flies is with a cannon, right?  It doesn’t hurt to be thorough, and this guy will definitely make sure to put a quick end to his threats.  Strategies for the brute involve a strong offense, softening up higher defense units, or quickly finishing off low defense ones.

The knight lives to serve his companions, by offering his shield and even his own body if necessary to protect them.  He detests evil, especially deceptive units, which we may see in the near future (wink).  Knights are tough to knock down, due to their high defense, making them excellent tanks.  Don’t be fooled though, they pack a good punch as well.  Maybe not as strong as brutes, but they can hold their own against more than one enemy if necessary.

Another important decision that was made this week was how these characters influence your ability to customize them.  Each character has a starting attribute set.  Each of these attributes can be increased or decreased from their starting values.  Each character is also one of three types: melee, ranged, or support.  As you may guess, both our knight and brute are melee units.  Since these units cannot shoot, they cannot increase range, or splash for that matter.  Only ranged and support units can modify these attributes.  A huge benefit of the melee units is there higher values of strength, defense, and speed.  This makes them your main damage dealers, as well as damage takers.  Not only are starting attribute values determined by each character, but their maximum values are too.

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