Order is an empire in the Stick War series. Usually taking the role of 'peacekeeper' within the world of Inamorta, the Order has fought armies of all kind, whether it rebellions in fits of rage, or mythical beings in a land far north from their own.
Once following under the 'Way of Peace and Knowledge', was soon brought to conflict when the other countries grew hostile to one another. Taking it upon themselves to settle as the apex of the community, the Order initiates a conquest held throughout lower Inamorta to eliminate their aggressive and hostile competition.
Currently, the Order and its ranks follow all known cultures and technologies of war; although they still take pride in their humble and peaceful origins as a nation of Miners.
Order began as a small nation of Miners, unique for using peace and knowledge in contrast to their neighbors, which were constantly practicing their respective arts and technologies of war. This way of living was seen as weak to the many surrounding nations, often leading to attacks and harassment.
Order eventually executed their planned operation to conquer Inamorta. This plan was to overpower all the opposing nations, use their technologies against them, and take over as the dominant empire.
Order began marching to Archidonis. Despite their range superiority, Order's Clubmen triumphed through excellent use of their numbers. With the Archidon defeated and their bow technology assimilated, Order began to move towards their next stop.
This level also serves as the tutorial.
Before they could move farther west, Order was ambushed by a tribe of Natives. After a day's long struggle, Order forces pushed the Natives back into their place, ceasing the raid and letting the march continue.
Order arrived at the country of Swordwrath, who refused to surrender to the Order unit. Even with the Order's inferior swords, their combined numbers and use both club and bow overpowered the small military of Swordwrath. Order studied the Swordwrath's swords and replaced their clubs with proper weapons.
The march continued towards the Speartons, armored warriors who lived for battle. Despite having slight advantages against both of Order's offensive tactics, Order managed to use numbers to their advantage, as the Speartons could not supply their warriors as fast as the simple swordsmen and archers. Order once again assimilated the technology of their opponents.
As Order marched towards Magikill territory, a militia of Swordwrath intervened in their path, hoping to use their superior numbers to take back their land.
Order countered the Swordwarth militia and continued marching.
The nation of Order continued their conquest, arriving at Magikill territory. The Magikill was a challenge to the growing nation due to their ability to summon minions and stall the Order's offense while the Magikill themselves cast explosive spells ferocious for its firepower and capabilities.
However, Order gained the upper hand and recreated their magical powers for their own uses.
A united rebellion consisting of the Archidon and Swordwrath took over over the land of Pertland in response to losing their territories from previous encounters with the Order. However, the Order was able to destroy their forces at Pertland, freeing the populous from the rebellion's tyrannical rule.
In similar fashion to the events of Free Pertland, a united rebellion of Spearton and Archidon went to claim the land of Westwind in retaliation to the Order taking their home territory a few battles before. However, Order was able to destroy their forces at Westwind as well, once again freeing the populous from the rebellion's tyrannical rule.
Without anywhere left to go, the hostile nations fled to the Ice Hills. However, the journey to follow them would prove to be much more complicated than Order had thought.
Order stopped at No Man's Land, a wasteland ruled by the gargantuan natives, the Giants. Despite superior size and strength, the Giants were taken down, and Order captured many to use for themselves. Order proceeded before bring ambushed by natives who used clubs like Order used before. They were however, easily disposed of.
Order's march reached the Ice Hills, where all hostile nations had formed together to battle them. Through strategy and power, Order managed to conquer the united force. With nowhere left to go, they fled to the desert.
The remaining warriors of each hostile nation were now cornered, reflecting how Order was cornered by them before the conquest began. The allied forces gave everything they had against the Order Empire, as they literally had nothing else to lose to them. They were defeated but left Order to deal with one final unit.
A colossal Giant was petrified into a statue, and when Order claimed victory, it was released upon them. The Giant stomped all over the Order Empire's forces, but through persistence, Order managed to kill the beast and claim Inamorta as their land.
Soon years passed after Order had conqured the rebellions, as a result of the first war, people were killed, houses were burned and surviving rebel warriors had to live in the outskirts of their own homeland.The rebelions wanted to crush Order and had gained more power than before, they also had recaptured their land back,leaving Order with the loyal Swordwrath .Order had set out on their second Campaign.
The Spearton Empire were the first location which Order planned to attack,despite their new armour and power,Order once again destroyed their Statue and they fled for the hills
The March Continued to the Magikill Empire,but all hopes proved futile as Order once again won over them.
All the Rebel Armies teamed at the plains of Westwind,Order destroyed their statue and defeated them.
Order Marched towards the Giant Army,In No Man's Land,A Giant began attacking the Order army,The Army enslaved him,But they soon discovered Chaos, Their leader,Medusa, Waged war against Order,The rebelion realised who the real threat was and joined forces with Order.
Order marched to Ice Hills,Medusa attacked Order with Giants and Bombers,But Order defeated the Chaos forces
Medusa sent her Juggerknights to defeat Order,But Order defeated them again by destroying their Statue.
Medusa unleashes the powerful Dead to defeat Order,But Order once again defeated the deads and destroyed their statue.
Medusa unleashes the Crawlers,Fast and cheap meele cats that become stronger in packs,and Order once again defeated them.
Medusa unleashes Eclipsors, An arial crosbowman, Order defeated them and destroyed the Statue. Order then made the Albowtross to mimic them.
While Order Made the Albowtross,Medusa released the Marrowkai, skeletal mages who caused havoc in the neighbouring nations, but Order killed all the Marrowkai and destroyed the enemy statue.
Order reached the heavily guarded gates of the Chaos capital-A location much farther from their homeland, Despite the large forces,Order destroyed their statue and entered Medusa's castle.
Order reached the Chaos Capital. When they brough the statue down to half-health,Medusa petrified all of them. The reinforcing speartons and giant arrived and killed her. The remaining Chaos army surrenderd after this and Order returned to their homeland victorious while the rebellions ruled the land Medusa previously ruled.
Order is one of the three playable empires in Stick Empires, and the only empire that does not require a membership to use. All units are identical to their Stick War II: Order Empire counterparts.
For more information on the Order's military forces, please view it's dedicated page.
The Order is most notable for their use of real stick-humans in military combat, being one of the few empires to be successful in the process of doing so. While battling with many other mythological beings, the Order's military has grown to adapt, replicating the organic feats of their rivals with mechanical technology or obtaining their technologies directly. A primary example of this is the Albowtross, the Order's version of the Chaos Eclipsor.
Units are displayed as they were introduced.
Still a WIP
The Miner acts as the economic backbone of Order by supplying the majority of the resources needed to create and maintain an army. The Miner is also able to fulfill a defensive role in Stick War II: Order Empire and Stick Empires through the construction of the Miner Wall, which blocks enemy
troop movement and projectiles once fully built. The Miner can be upgraded to have increased health and speed (Via Miner Hustle), although with its pitiful melee power and lack of armor, It is not recomended to use miners in combat.
There is also a spell caled Miner Hustle which causes the miner to have 2x mining speed and capacity. (stick war legacy exclusive)
Swordwrath-Basic MeeleeStick War II: Order Empire and Stick Empires(Stick War :Legacy as a spell)) and proper protection, Swordwrath can be a potent mid-game unit. However, without protection the Swordwrath fails miserably in the mid-late game due to a lack of armour, despite the Swordwrath's high damage potential.
The Swordwrath have various attack styles, Swordwrath can also jump attack,causing massive damage. (only available for Stick War: Legacy).It can also hold its sword in front, covering its upper body and blocking ranged attacks entirely (however they cannot move) (only available for Stick War and Stick War: Legacy)
The Archidon acts as a long-range unit in Order. It has one of the longest ranges in the game and can do massive damage through kiting to pursuers. Its ability, Fire Arrows(Only in Stick War II: Order Empire), also allows groups of Archidons to fire volleys of burning arrows at enemies. This makes it a perfect candidate for harassment unit.
It also has a spell called Archidon Rain in Stick War: Legacy.
Nevertheless, the Archidon has its defects. The Archidon's lack of both health and armour means Archidons require protection and quick movement to avoid spells, DoT attacks and melee units.
The Meric acts as an Order support spellcaster. It can heal lost health and cure poison once upgraded. However, the Meric has low speed and lacks armor, so it cannot effectively defend itself against attacks from other combat units. Merics are thus best used where it is highly protected, as the protective units offer defence for the Merics allowing them to heal those with lower health. Merics will automatically target and heal the unit with the least health/poisoned unit.
They are also spells in Stick War: Legacy.
The Magkill acts as the main Order spellcaster. It has 4 spells: 3 in Stick War II: Order Empire and Stick Empires and 2 in Stick War :Legacy and Stick War 1 (Blast being the first spell and minion summon being the second spell). Its damaging potential is one of the highest.
However, the Magikill is very expensive and has low health and slow speed, and could die while retreating. Otherwise the Magikill is a strong unit that can dominate the battlefield.
Spearton: Defensive Tank
The Spearton acts as the defensive tank unit of Order. Its durability can be increased with Shield Wall and can literally stop enemies in their approach with Shield Bash. Due to its great self-defensive potential, high speeds, and damage, it is a very versatile and powerful unit. Its use is highly recommended for offense and defense.
They can also act as ranged units by throwing their spear.
The Shadowrath acts as the assassin of Order. It is one of the fastest units in the game, can avoid attacks and spells and sneak past enemies to instantly kill key units with Shinobi (or if not, inflict high damage along with poison). It also has great damage potential with its passive ability Fixate, which increases damage with each attack up to five attacks. However, due to its lack of armour and need of micro to maximize the power from Fixate, Shadowrath are rarely used as frontline units.
Albowtross: Heavy Air Ranged Unit
Also referred to as Flying Crossbowman
The Albowtross fulfills the role of aerial support and anti-armour unit in Order. It has a shorter range than the Archidon, but sports more damage potential with the upgrade Blazing Bolts, which increases damage for all Albowtrosss attacks, as well as multiplying damage done to armour. After the update in 1.89, the upgrade can burn enemies as well, which is highly useful, though this also sacrificed a lot of damage dealt.
In fact, the Albowtross is more durable than one would think, due to its own armour (ironic due to its anti-armour role) and two full bars of health, along with its flight which means only projectiles and spells can harm it. As such, some players will replace their Archidons with Albowtross in the late-game. However, some players still opt for Archidons due to the Albowtross' low speed and high cost.
Enslaved Order Giant - Heavy Ranged/Tank
Giants captured from chaos and put under shackles to work for you. The Enslaved Giant acts as the major tank in Order. It has the second highest health of all units in the game, as well as being armoured, making it very durable. It is also large, which means it can block projectiles aimed at air units. This makes it effective at protecting air and ground units alike. It also has a fairly high damaging attack that can stun units.
Due to its amazing tanking potential and powerful attack, Giants tend to be a common tank in Order games in the late-game stage. However, it has its disadvantages: Giants take a long time to produce, and they also take a large amount of gold, not to mention the upgrades. Giants are slow as well, meaning that AOE spells like Poison Spray and Electric Wall can be cast on the giants, doing massive damage as they cannot escape the spells' effects very fast.
Order Giant - Heavy tank
Giants that act exactly like Chaos Giants (but belong to Order), they swing their Dead body and club causing stun, they have an attack that can peirce through armor. Order Giants wearing skins can cause earthquake (Available in Stick War: Legacy).