Kingdom Wars

Kingdom Wars

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KW1 Units and Army Strength
By battle2525
This shows all the Kingdom Wars 1 units and their army strength in one place. Hopefully useful as reference while building an army for a certain army strength or simply want to obtain the highest str possible regardless of compatibility and effectiveness.
   
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Introduction
This guide is more on the general side to have an idea of what units are capable of. Also if you don't play other races, this may help you see what you are up against. Most units can be hire as mercenaries in a specific region and some are exclusive to each race like main hero and some siege units. Some like all dwarves units, Manlet, Tosser, and Grinder can be obtain through daily reward.

Units are place in 1 of 6 categories (Infantry, Ranged, Cavalry, Siege, Worker, and Livestock) according to game. Heroes are listed together at the end. The guide will list all common formations/abilities first before each category. Any other formation/ability will be listed under the respective unit. Underline text requires tech upgrade which is exclusive tech often inaccessible if you're not playing as that race. Also added unit base stats. These are stats without any bonuses from passive upgrades, region, traits, and active ability. If a stat is per unit, you need to multiply by the number of soldiers per group to get the total.

This guide doesn't necessarily show you how to use a unit or use a cookie-cutter stats build (those can be learn through experience, although feel free to ask). Excludes home city defense units like spike trap, etc.

My main is orc and I have not yet play other races. Info about other race might not be as accurate. Basis for info can be found in-game.
Also let me know what I should add to make it more useful.
Random Info Section
  • Max army capacity is 60 on the world map (includes npc city) and 90 for home city.

  • Initial limit of five army slots on the world map at once. It can expand up to ten armies (upgradable 60 crowns per army slot) by building a guild hall (unlocked when joining a player alliance).

  • Units gain 3 skill points with each level up. You can't max out all stats so pick and choose depending on your playstyle (exception are wizards, they can max all stats). For level 20 units (57 skill points available), the possible max stats are: +120% attack (30 skill points), +20 slash/crush/pierce resistance (5 skill points for each defense), +120% health (30 skill points), +200 stamina and +20 movement speed (20 skill points), +10 health regen per second (10 skill points), +300 weapon range (15 skill points, if ranged), +50 ammo per unit (10 skill points, if ranged). You can respec by spending crown(s).

  • Most defense stats have a hard cap of 90%.

  • Siege Ladder, Siege Tower, Escalade, Belfry, and Treant do not work(attach) on palisade walls.

  • Apart from formation, unit has two stances:
    1. Aggressive stance, where unit will charge and attack enemies within sight.
    2. Stand Ground stance, where unit will hold position and only attack enemies within range. This might be helpful so your units don't run off to their demise.

  • Select units and hold Shift +Right Click to make them run. It's more reliable than double Right Click. Running cause fatigue (drains stamina).

  • Some info on selecting units, grouping, and hotkey.
    1. To select a unit in the selected groups, simply Right Click the small unit icon near the bottom to bring up the unit interface on the bottom left. (Instead of skilling each unit one by one, you can select the whole group, right click the unit that you want to place skillpoints and it will spec all selected units that have skillpoints left.) And if you want to select that unit only, simply Left Click the small unit icon near the bottom (the rest will be de-selected).
    2. To add units to the already selected groups, simply hold Shift +Left Click the unit, hold Shift +double Left Click the unit to add whole group of the same units that are visible on screen, or hold Shift +hold Left Click to form a box and select multiple units.
    3. To remove a unit from the selected groups, hold Shift +Left Click the small unit icon near the bottom.
    4. Remember to save your grouping by holding Ctrl +pressing number [1-6] for hotkey. Press the number [1-6] again will select the grouping you just saved. If you want to remove a hotkey, select nothing and hold Ctrl +press number [1-6]. (Hotkey does not save between battles. Have to do this after loading into every map.)

  • You can increase your army strength slightly by building a camp on the world map. Basic Camp (no wall): +0 army str, Palisade Camp (one wall): +25 army str, and Fortified Camp (two walls): +50 army str.

  • Some units that can't level up (siege/worker/livestock) and can be hire as mercenaries will have 0 army str, otherwise making them yourself will give at least 1 army str depending on the unit. For example, hiring 32 horse carts and 28 peasants will make the army have 0 army str instead of 60 which is a significant difference since others can't attack the one with 0 army str so your worker camp can gather/store resources peacefully.

  • Heroes/Elites will faint for remainder of battle when they have no health left. They will be revive with lower levels (~10% lvl penalty) after the battle. All other units will be lost permanently.

  • You can have one of each unit of heroes/elites in your army as long as it is under the max army capacity. (For example, all 3 types of wizard are okay but not 2 Wizard of the Calm in an army.)

  • Screenshot on the right is an Ice Wall ability with 600 AoE from Wizard of the Calm. I use this as reference to see how big of a range it is. Apparently mass healing ability (from goblins, knights, or enchanters) also has 600 AoE so as you can see, the range is quite decent. (Other note: This image was zoom out all the way in-game and taken at 1920x1080 res.)
Icon legends:
Slash damage, Slash resist, Crush/Impact damage, Crush/Impact resist, Pierce damage, Pierce resist, Weapon range, Ice/Cold damage, Ice/Cold resist, Fire damage, Fire resist, Lightning/Electric damage, Lightning/Electric resist, Magic damage, Magic resist, Stamina/Fatigue, Stamina drain, Health, Health drain, Health regen, Movement speed, Duration, Cooldown, Area of Effect (AoE) range, Capacity consumption/Population cost, Food, Wood, Stone, Resource/Carry Capacity, Gold, Crown/Wealth/Influence
Orcs - Infantry
Common Orc Infantry Formation:
Mob: No change
Default formation
Battle Stand: -2/s, +40%, +40%, +20, +20, -20%
Aggressive stand

Goblin Raider

Unit Type
Light Sword Infantry
Capacity Consumption
1
Soldiers per group
30
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
Ranged Infantry
Weakness
Cavalry/Heavy Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
5
5
6
7
8
8
9
10
11
11
12
13
14
14
15
16
17
17
18
19
Formation:
Mob, Battle Stand
Ability:
Evasion: 30, 40, +20, +20, +25%
Speed and armor against projectiles increased
Requires: Goblin Tent ➞ Goblin Evade Trick
Tribal Healing: +300, 80, 20, 600
AoE heal over time
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Passive Upgrade:
Goblin Strong-Arm: +20%, +15%
Root of Scurry: +50, +30%
Raider's Buckler: +20
Requires: Goblin Tent

Goblin Raider
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
350
Slash Damage:
140
Slash Resist:
30
Stamina:
300
Crush Damage:
0
Crush Resist:
25
Movement Speed:
50|95
Pierce Damage:
0
Pierce Resist:
15
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
25% fire
General Tips/Comments:
Orcs - Infantry (cont.)
Impaler

Unit Type
Pike Infantry
Capacity Consumption
1
Soldiers per group
24
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Large Monster/Cavalry
Weakness
Ranged/Sword Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Formation:
Mob, Battle Stand
Crab Stand: -2/s, +50%, +50%, +20, +20, +20,
-50%
Effective against melee units
Requires: War Hall ➞ Movements of War
Ability:
Leap: 60, 30, 90, 80
AoE attack knocks every adjacent units down
Passive Upgrade:
Clan Spirit Meld: +50
Impaler's Spaulders: +15
Impaler's Sallet: +15
Requires: Temple, Pyre/Armory

Impaler
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
450
Slash Damage:
0
Slash Resist:
25
Stamina:
250
Crush Damage:
170
Crush Resist:
25
Movement Speed:
49|60
Pierce Damage:
0
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Infantry (cont.)
Slayer

Unit Type
Sword Infantry
Capacity Consumption
1
Soldiers per group
24
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
Ranged/Pike/Light Infantry/Mediocre against Sword Infantry and Cavalry
Weakness
Heavily armored Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
6
6
7
8
9
10
11
12
13
14
15
15
16
17
18
19
20
21
22
23
Formation:
Mob, Battle Stand
Hive Stand: -2/s, +30%, +50%
Very effective against all units
Requires: War Hall ➞ Movements of War
Ability:
Cover: 40, 60, +25, +10, +25
Use shield to greatly increase armor
Requires: War Hall ➞ Slayer's Shield or
Armory ➞ Slayer Upgrades ➞ Slayer's Shield
Passive Upgrade:
Clan Spirit Meld: +50
Slayer's Spaulders: +15
Slayer's Helmet: +15
Slayer's Shield: +20
Requires: Temple, War Hall/Armory

Slayer
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
640
Slash Damage:
175
Slash Resist:
25
Stamina:
250
Crush Damage:
0
Crush Resist:
20
Movement Speed:
49|70
Pierce Damage:
0
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Infantry (cont.)
Berzerker

Unit Type
Heavily Armor Sword Infantry
Capacity Consumption
1
Soldiers per group
24
Primary Damage
Slashing
Secondary/Other Damage
Crushing
Strength
Infantry
Weakness
Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
10
11
13
14
16
17
19
20
22
23
25
26
28
29
31
32
34
35
37
38
Formation:
Mob, Battle Stand
Turtle Stand: -2/s, -20%, -20%, +30, +30, +35,
-10%
Immensively effective against melee units
Requires: War Hall ➞ Movements of War
Ability:
Charge: 50, 30, +125%, +50%
Charges towards the enemy with increased speed and damage
Heal: +250, 80, 5
Self-heal over time
Passive Upgrade:
Clan Spirit Meld: +50
Combined Forces: Battle Stand now drains -1.5/s
Requires: Temple ➞ Clan Spirit Meld
Requires: War Hall ➞ Combined Forces

Berzerker
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
625
Slash Damage:
130
Slash Resist:
40
Stamina:
200
Crush Damage:
60
Crush Resist:
25
Movement Speed:
49|80
Pierce Damage:
0
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
25% ice
General Tips/Comments:
Orcs - Ranged
Common Orc Ranged Formation:
Mob: No change
Default formation
Battle Stand: -2/s, +40%, +40%, +25, -30%
Aggressive stand
Common Orc Ranged Ability:
Flamed Arrows [Toggle]: +125
Increase damage and a chance of starting a wildfire, but decrease the accuracy and fire rate
Requires: Grand Hut ➞ Burning Arrow Trial

Goblin Prowler

Unit Type
Light Ranged Infantry
Capacity Consumption
1
Soldiers per group
30
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
Infantry
Weakness
Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
5
5
6
7
8
8
9
10
11
11
12
13
14
14
15
16
17
17
18
19
Formation:
Mob, Battle Stand
Ability:
Flamed Arrows [Toggle]
Tribal Healing: +300, 80, 20, 600
AoE heal over time
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Passive Upgrade:
Goblin Strong-Arm: +20%, +15%
Root of Scurry: +50, +30%
Combined Forces:
Battle Stand now drains -1.5/s
Requires: Goblin Tent, War Hall

Goblin Prowler
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
250
Slash Damage:
0
Slash Resist:
5
Stamina:
300
Crush Damage:
0
Crush Resist:
5
Movement Speed:
50|95
Pierce Damage:
130
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
240
Weapon Range:
480
General Tips/Comments:
Orcs - Ranged (cont.)
Marauder

Unit Type
Ranged/Worker
Capacity Consumption
1
Soldiers per group
24
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
Large Monster/Lightly armored Infantry
Weakness
Cavalry/Heavily armored Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
5
5
6
7
8
8
9
10
11
11
12
13
14
14
15
16
17
17
18
19
Formation:
Mob, Battle Stand
Scorpion Stand: -2/s, +25%, +25%, +10, +10, +30, -40%
Very effective against melee units, effective against all units
Requires: War Hall ➞ Movements of War
Ability:
Flamed Arrows [Toggle]
Task to Corpse Looting
Loot corpses of dead units and equipment for resources
Task to Hunting
Hunt wild animals and gather food from them
Passive Upgrade:
Clan Spirit Meld: +50
Marauder's Cap: +20
Battle Cult: Improves Marauder looting
Battle Creed: Improves Marauder looting
Trapper's Trial: Improves Marauder food gathering
Burning Arrow Trial: Improves Marauder food gathering
Hunting Ceremony: Improves Marauder food gathering and accuracy
Requires: Temple, Grand Hut

Marauder
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
310
Slash Damage:
0
Slash Resist:
0
Stamina:
230
Crush Damage:
0
Crush Resist:
0
Movement Speed:
49|70
Pierce Damage:
200
Pierce Resist:
5
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
480
Weapon Range:
600
General Tips/Comments:
Orcs - Cavalry
Common Orc Cavalry Formation:
Mob: No change
Default formation
Battle Stand: -2/s, +40%, +40%, +25, +20
Aggressive stand
Serpent Stand: -2/s, +35, +40%
Very effective for cavalry charges
Requires: War Hall ➞ Movements of War
Common Orc Cavalry Ability:
Charge: 50, 30, +125%, +50%
Charges towards the enemy with increased speed and damage
Heal: +250, 80, 5
Self-heal over time

Beastriding Slayer

Unit Type
Sword Cavalry
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
Ranged Infantry
Weakness
Pike Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
14
16
18
20
22
24
26
28
30
32
35
37
39
41
43
45
47
49
51
53
Formation:
Mob, Battle Stand, Serpent Stand
Ability:
Charge, Heal

Beastriding Slayer
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1050
Slash Damage:
160
Slash Resist:
35
Stamina:
250
Crush Damage:
0
Crush Resist:
35
Movement Speed:
70|110
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Cavalry (cont.)
Beastriding Impaler

Unit Type
Pike Cavalry
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Slashing
Secondary/Other Damage
Piercing
Strength
Ranged infantry/Mediocre against Sword Infantry and Cavalry
Weakness
Pike Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
14
16
18
20
22
24
26
28
30
32
35
37
39
41
43
45
47
49
51
53
Formation:
Mob, Battle Stand, Serpent Stand
Ability:
Charge, Heal
Passive Upgrade:
Combined Forces: Battle Stand now drains -1.5/s
Requires: War Hall

Beastriding Impaler
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
950
Slash Damage:
160
Slash Resist:
30
Stamina:
250
Crush Damage:
0
Crush Resist:
25
Movement Speed:
75|120
Pierce Damage:
100
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Siege
Ogre
-"Me no like you"

Unit Type
Large Monster
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Heavily armored Infantry/Cavalry
Weakness
Ranged/Pike Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
8
9
10
11
12
14
15
16
17
18
20
21
22
23
24
26
27
28
29
30
Ability:
Rage: 300, -15/s, 40, 40, +500, +40%
Increases speed and damage but slowly drains hp
Passive Upgrade:
Ogre's Bludgeon: +35
Ogre's Skullcap: +15
Ogre's Targe: +15
Requires: Ogre Pit/Armory

Ogre
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
12000
Slash Damage:
0
Slash Resist:
50
Stamina:
250
Crush Damage:
300
Crush Resist:
35
Movement Speed:
70|115
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
While any race can tame wild ogres, orc player has a higher chance rate due to a tech upgrade in the Ogre Pit. Bal Rattha region, the salt flat and home of ogres, is a good place to add ogres in your army simply by attacking it with pike units.
Ogre can also attack gates.
--------------
Siege Catapult

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
Piercing
Strength
Walls
Weakness
Cavalry/Melee units
Army str per group
lvl 1
3
Ability:
Flamed Stones [Toggle]: +200
Increase damage and a chance of starting a wildfire, but decrease the accuracy and fire rate
Requires: Armory ➞ Siege of Sky Fire
Attack Ground
Unit will attack targeted area
Hold Fire
Unit will not attack anything unless ordered otherwise
Passive Upgrade:
Siege of Sky Fire: +15%, +10%, +accuracy
Siege of Throwing Doom: +15%, +10%, +accuracy
Siege of High Death: +15%, +10%, +accuracy
Requires: Armory

Siege Catapult
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
800
Slash Damage:
0
Slash Resist:
0
Stamina:
N/A
Crush Damage:
580
Crush Resist:
0
Movement Speed:
58|58
Pierce Damage:
200
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
1
Weapon Range:
1850
General Tips/Comments:
Cost 1 stone per shot.
Orcs - Siege (cont.)
Tosser

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Depend on ability
Secondary/Other Damage
Depend on ability
Strength
Walls
Weakness
Cavalry/Melee units
Army str per group
lvl 1
4
Ability:
Rock Storm: 240, 80
Tosser rains down a storm of small rocks on the enemy
Huge Rock: 1000
Tosser launches a huge rock to crush the enemy
Flame Shower: 200
Tosser launches several flaming stones that shower down on the enemy
Attack Ground
Unit will attack targeted area
Hold Fire
Unit will not attack anything unless ordered otherwise

Tosser
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
800
Slash Damage:
0
Slash Resist:
0
Stamina:
N/A
Crush Damage:
Depend on ability
Crush Resist:
0
Movement Speed:
58|58
Pierce Damage:
Depend on ability
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
Depend on ability
Elemental Resist:
0
Ammo:
1
Weapon Range:
1200
General Tips/Comments:
Cost 1 stone per shot.
--------------
Grinder

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
All Infantry
Weakness
Ranged
Army str per group
lvl 1
1
Ability:
Grind [Toggle]: -2/s
Activates blade to grind enemy units into bloody chunks. Can also extinguish fires

Grinder
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
3000
Slash Damage:
200
Slash Resist:
15
Stamina:
200
Crush Damage:
0
Crush Resist:
15
Movement Speed:
38|38
Pierce Damage:
0
Pierce Resist:
50
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Siege (cont.)
Siege Ram

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Gates Only
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege of Sky Fire: +15%, +10%
Siege of Throwing Doom: +15%, +10%
Siege of High Death: +15%, +10%
Requires: Armory

Siege Ram
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
7500
Slash Damage:
0
Slash Resist:
0
Stamina:
N/A
Crush Damage:
225
Crush Resist:
0
Movement Speed:
58|58
Pierce Damage:
0
Pierce Resist:
70
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
--------------
Siege Ladder

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege of Sky Fire: +15%
Siege of Throwing Doom: +15%
Siege of High Death: +15%
Requires: Armory

Siege Ladder
Base
Defense Stats
Base
Health per unit:
3200
Slash Resist:
0
Stamina:
50
Crush Resist:
0
Movement Speed:
49|60
Pierce Resist:
70
HP Regen:
0
Elemental Resist:
0
General Tips/Comments:
--------------
Siege Tower

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege of Sky Fire: +15%
Siege of Throwing Doom: +15%
Siege of High Death: +15%
Requires: Armory

Siege Tower
Base
Defense Stats
Base
Health per unit:
16500
Slash Resist:
0
Stamina:
N/A
Crush Resist:
0
Movement Speed:
58|58
Pierce Resist:
70
HP Regen:
0
Elemental Resist:
0
General Tips/Comments:
Orcs - Worker/Livestock
Laborer

Unit Type
Worker
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Slashing
Secondary/Other Damage
Fire/Cold
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Ability:
Task to Fighting Fires
Ability to put out ground and building fires
Task to Corpse Looting
Loot corpses of dead units and equipment for resources
Task to Wood
Workers will chop wood from nearby trees
Task to Gold
Workers will mine gold from nearby gold mines
Task to Stone
Workers will mine stone from nearby stone mines
Passive Upgrade:
Make-Strong Ceremony: +20%, +9%, improves Laborer resource gathering
Work Hard Invocation: +50, +9%, improves Laborer resource gathering
Much Learn Invocation: Improves Laborer resource gathering
Battle Cult: Improves Laborer looting
Battle Creed: Improves Laborer looting
Clan Spirit Meld: +50
Requires: Grand Hut, Temple

Laborer
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
260
Slash Damage:
110
Slash Resist:
20
Stamina:
200
Crush Damage:
0
Crush Resist:
20
Movement Speed:
49|70
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
80 fire, 50 ice
Elemental Resist:
0
General Tips/Comments:
--------------
Warg

Unit Type
Livestock Cavalry
Capacity Consumption
1
Soldiers per group
15
Primary Damage
Crushing
Secondary/Other Damage
Slashing
Strength
N/A
Weakness
Pike Infantry/Cavalry
Army str per group
lvl 1
4
Ability:
[BUG Ability - Buff enemy defense instead of lowering]
Howl: 150, 20, 200, +25, +25, +25
AoE debuff. Lowers enemy defense
Passive Upgrade:
Double Feed Strength: Improves Warg hp and attack
Mate Wargs: Improves Warg growth and fattening rate
Fatten Wargs: Improves Warg food capacity
Requires: Warg Pen

Warg
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
69~??
Slash Damage:
47~??
Slash Resist:
20
Stamina:
250
Crush Damage:
60~??
Crush Resist:
20
Movement Speed:
43|77
Pierce Damage:
0
Pierce Resist:
15
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Wargs get stronger over time supposedly.
Men - Infantry
Common Human Infantry Formation:
Line Formation: 3, +40%, +40%, -10%
A slow, powerful formation that maximizes combat effectiveness.
Effective against melee units
Requires: Barracks ➞ Line Formation
Tight Formation: 3, +15, +10
Default formation. A durable and compact formation. Very effect against other melee units, but vulnerable to ranged units due to being easier target to hit
Loose Formation: 3, +20, +20, +40%
A spread-out formation effective against ranged units and cavalry charges

Halberdier

Unit Type
Pike Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Cavalry/Large Monster/Mediocre against Infantry
Weakness
Archers
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
6
6
7
8
9
10
11
12
13
14
15
15
16
17
18
19
20
21
22
23
Formation:
Line Formation,Tight Formation, Loose Formation
Schiltron Formation: 3, +40%, +15, +15, -20%
Arrange battalion into a circle with greatly reduced mobility and optimal defense. Immensively effective against cavalry, and quite effective against other melee units. Formation can protect valuable hero units as you maneuver through the battle field. Note: Units in this formation cannot run
Requires: Barracks ➞ Advanced Formations
Passive Upgrade:
Halberdier Veterancy: +10%
Iron Shafts: +15
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Marching Boots: +10
Requires: Barrack, Blacksmith

Halberdier
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
580
Slash Damage:
0
Slash Resist:
45
Stamina:
250
Crush Damage:
200
Crush Resist:
35
Movement Speed:
55|75
Pierce Damage:
0
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Men - Infantry (cont.)
Maceman

Unit Type
Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Infantry
Weakness
Archers/Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
6
6
7
8
9
10
11
12
13
14
15
15
16
17
18
19
20
21
22
23
Formation:
Line Formation,Tight Formation, Loose Formation
Passive Upgrade:
Maceman Veterancy: +10%
Iron Shafts: +15
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Marching Boots: +10
Requires: Barrack, Blacksmith

Maceman
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
500
Slash Damage:
0
Slash Resist:
40
Stamina:
300
Crush Damage:
250
Crush Resist:
40
Movement Speed:
60|80
Pierce Damage:
0
Pierce Resist:
5
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Men - Infantry (cont.)
Swordman

Unit Type
Sword Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
Archers/Good against other Infantry/Mediocre against Cavalry
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Formation:
Line Formation, Tight Formation, Loose Formation
Battle Line Formation: 3, +20%, +20, +15, +5, -15%
Arrange battalion into durable, curved line of withstanding intense punishment. Formation is effective against melee units. All armor types are greatly increased, while speed decreased
Requires: Barracks ➞ Advanced Formations
Ability:
Shield Wall [Toggle]: -5%, +10, +15, +15, -20%
Armor is increased but speed is decreased
Passive Upgrade:
Swordsman Veterancy: +10%
Forged Blades: +15
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Marching Boots: +10
Requires: Barrack, Blacksmith

Swordsman
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
650
Slash Damage:
220
Slash Resist:
45
Stamina:
200
Crush Damage:
0
Crush Resist:
30
Movement Speed:
49|71
Pierce Damage:
0
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Men - Infantry (cont.)
Knight
aka Unmounted Knight, Foot Knight

Unit Type
Heavy Sword Infantry
Capacity Consumption
1
Soldiers per group
15
Primary Damage
Slashing
Secondary/Other Damage
Magic
Strength
All
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
9
10
11
13
14
15
17
18
19
21
22
23
25
26
27
29
30
31
33
34
Formation:
Line Formation, Tight Formation, Loose Formation
Anvil Formation: +50%, +15, +15, +25, -10%
Arrange battalion into solid box of nearly impenetrable steel. Effective against all units, and especially good for protecting spell casters and heroes
Requires: Barracks ➞ Advanced Formations
Ability:
Pray: +18/s, 100, 25, 600
AoE heal over time
Heal: +250, 80, 5
Self-heal over time
Passive Upgrade:
Knight Veterancy: +10%
Forged Blades: +15
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Requires: Stables, Blacksmith

Knight
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1000
Slash Damage:
160
Slash Resist:
55
Stamina:
250
Crush Damage:
0
Crush Resist:
30
Movement Speed:
50|50
Pierce Damage:
0
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
40 magic
Elemental Resist:
0
General Tips/Comments:
Men - Ranged
Common Human Ranged Formation:
Line Formation: 3, +30%, -30%
Designed to capitalize on the strengths of ranged units. Most effective against other ranged units
Requires: Barracks ➞ Line Formation
Tight Formation: 3, +20, +15, -10%
Default formation. A durable and compact formation. Very effect against other melee units, but vulnerable to ranged units due to being easier target to hit
Loose Formation: 3, +20, +20%
A spread-out formation effective against ranged units and cavalry charges
Common Human Ranged Ability:
Enfilade [Toggle]: +25, +25
Archers will plant spikes into the ground, increasing slash armor, crush armor, and defense but removing mobility. Cannot be used on walls
Requires: Archery Range ➞ Enfilade
Flamed Arrows [Toggle]: +125
Increase damage and a chance of starting a wildfire, but decrease the accuracy and fire rate
Requires: Archery Range ➞ Fire Arrows
Hold Fire
Unit will not attack anything unless ordered otherwise

Archer

Unit Type
Ranged Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
Ranged/Light Infantry
Weakness
Cavalry/Melee units
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
5
5
6
7
8
8
9
10
11
11
12
13
14
14
15
16
17
17
18
19
Formation:
Line Formation, Tight Formation, Loose Formation
Skirmish Formation: 3, +30, +30%
Improved version of loose formation with a further spread. Very effective against ranged units and cavalry charges. This formation cannot be used in combination with enfilade ability
Requires: Barracks ➞ Advanced Formations
Ability:
Enfilade [Toggle], Flamed Arrows [Toggle], Hold Fire
Passive Upgrade:
Archer Veterancy: +10%
Bodkin Point: +15
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Marching Boots: +10
Requires: Archery Range, Blacksmith

Archer
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
350
Slash Damage:
0
Slash Resist:
20
Stamina:
200
Crush Damage:
0
Crush Resist:
15
Movement Speed:
44|72
Pierce Damage:
220
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
300
Weapon Range:
700
General Tips/Comments:
Men - Ranged (cont.)
Crossbowman

Unit Type
Ranged Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Piercing
Secondary/Other Damage
Slashing
Strength
Armored/Large Monster
Weakness
Lightly armored Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Formation:
Line Formation, Tight Formation, Loose Formation
Stand-Off Formation: 3, +20%, +20%, +5, +5, +15, -50%
Formation is mixed of the loose and line formation. Crossbowmen will form a defensive circle. Moderately effective against all units
Requires: Barracks ➞ Advanced Formations
Ability:
Enfilade [Toggle], Flamed Arrows [Toggle], Hold Fire
Passive Upgrade:
Crossbowman Veterancy: +10%
Bodkin Point: +15
Marching Boots: +10
Requires: Archery Range, Blacksmith

Crossbowman
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
380
Slash Damage:
50
Slash Resist:
35
Stamina:
200
Crush Damage:
0
Crush Resist:
25
Movement Speed:
44|64
Pierce Damage:
240
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
200
Weapon Range:
550
General Tips/Comments:
Men - Cavalry
Common Human Cavalry Formation:
Line Formation: 3, +40%, +40%, +20%
Orderly formation turns cavalry into lethal fighting force with great slaying power in melee combat. Most effective against melee units. Accuracy, defense, damage, and speed are increased, while trample damage are decreased
Requires: Barracks ➞ Line Formation
Wedge Formation: 3, +20, +20, +10%
Default formation. Capitalizes on the sheer power of a well-maneuvered cavalry charge. Most effective against tightly packed units, unprotected against the charge. Slash armor, crush armor, defense, speed and trample damage are increased
Loose Formation: 3, +30, +20%
A scattered formation ideal for reaching enemies and protecting against ranged attacks. Effective against ranged units. Pierce armor and speed are increased, while defense decreased
Diamond Formation: 3, +60%, +25, +25%
Formation further strengthens the power of charging cavalry. Immensively effective for cavalry charges as trample and damage are both greatly increased. Crush armor and speed are also increased while defense is decreased
Requires: Barracks ➞ Advanced Formations

Cavalier

Unit Type
Pike Cavalry
Capacity Consumption
1
Soldiers per group
15
Primary Damage
Slashing
Secondary/Other Damage
Piercing
Strength
Archers/Mediocre against other Cavalry
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
13
14
16
18
20
22
24
26
28
30
32
34
36
38
40
42
44
46
48
50
Formation:
Line Formation, Wedge Formation, Loose Formation, Diamond Formation
Passive Upgrade:
Stirrup: +90
Cavalier Veterancy: +10%
Mail Armor: +10
Plate Armor: +10
Cuirass Armor: +10
Horseshoes: +10
Requires: Stables, Blacksmith

Cavalier
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
850
Slash Damage:
290
Slash Resist:
45
Stamina:
300
Crush Damage:
0
Crush Resist:
45
Movement Speed:
88|143
Pierce Damage:
80
Pierce Resist:
10
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Men - Cavalry (cont.)
Mounted Knight

Unit Type
Heavy Pike Cavalry
Capacity Consumption
1
Soldiers per group
15
Primary Damage
Slashing
Secondary/Other Damage
Crushing
Strength
Archers/Good against all/Mediocre against pike weapons
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
18
20
23
26
28
31
34
36
39
42
45
47
50
53
55
58
61
63
66
69
Formation:
Line Formation, Wedge Formation, Loose Formation, Diamond Formation
Ability:
Heal: +250, 80, 5
Self-heal over time
Passive Upgrade:
Stirrup: +90
Horseshoes: +10
Requires: Stables, Blacksmith

Mounted Knight
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1100
Slash Damage:
180
Slash Resist:
60
Stamina:
250
Crush Damage:
80
Crush Resist:
45
Movement Speed:
66|104
Pierce Damage:
0
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Men - Siege
Trebuchet

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
Piercing/Fire
Strength
Walls
Weakness
Cavalry/Melee units
Army str per group
lvl 1
1
Ability:
Flamed Stones [Toggle]: +200
Increase damage and a chance of starting a wildfire, but decrease the accuracy and fire rate
Requires: Siege Workshop ➞ Oiled Boulders
Attack Ground
Unit will attack targeted area
Hold Fire
Unit will not attack anything unless ordered otherwise
Passive Upgrade:
Siege Engineers: +10
Mathematics: Improves accuracy of Trebuchet
Requires: Siege Workshop

Trebuchet
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1000
Slash Damage:
0
Slash Resist:
25
Stamina:
N/A
Crush Damage:
580
Crush Resist:
25
Movement Speed:
41|41
Pierce Damage:
200
Pierce Resist:
50
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
1
Weapon Range:
1850
General Tips/Comments:
Cost 1 stone per shot.
--------------
Dragon's Breath

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Fire
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
5
Ability:
Fire Stream: -6/s
Spray a stream of fire at the selected target location. Note: May Cause extreme wildfires

Dragon's Breath
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
2500
Slash Damage:
0
Slash Resist:
40
Stamina:
200
Crush Damage:
0
Crush Resist:
20
Movement Speed:
32|32
Pierce Damage:
0
Pierce Resist:
90
HP Regen:
0
Elemental Damage:
15 fire
Elemental Resist:
90% fire
Ammo:
1
Weapon Range:
600
General Tips/Comments:
Max 200 stamina per battle. Stamina does not regen, but will restore to full when return to world map.
Dragon's Breath is exclusive unit for the Men race.
--------------
Oil Cart

Unit Type
Defensive Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
2
Ability:
[BUG Ability - Cannot drop oil?]
Lay Slick Oil
Lays oil traps plastering the ground with flammable oil slicks as it moves, which can be ignited with fire. A limited amount can be laid
Hold Oil
Hold remaining oil
Clean Up Oil
Oil directly underneath will be cleaned up and filtered back into the oil barrel to be reused

Oil Cart
Base
Defense Stats
Base
Health per unit:
1500
Slash Resist:
70
Stamina:
50
Crush Resist:
70
Movement Speed:
70|70
Pierce Resist:
70
HP Regen:
0
Elemental Resist:
50% fire
General Tips/Comments:
Oil Cart is exclusive unit for the Men race.
Men - Siege (cont.)
Manlet

Unit Type
Defensive Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
0
Ability:
Follow
Enable the ability and right click a unit and it will follow the unit defending it from arrows

Manlet
Base
Defense Stats
Base
Health per unit:
8000
Slash Resist:
40
Stamina:
N/A
Crush Resist:
25
Movement Speed:
45|45
Pierce Resist:
100
HP Regen:
0
Elemental Resist:
75% fire
General Tips/Comments:
--------------
Battering Ram

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Gates Only
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege Plating: +20%
Siege Engineers: +10
Requires: Siege Workshop

Battering Ram
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
10000
Slash Damage:
0
Slash Resist:
60
Stamina:
N/A
Crush Damage:
300
Crush Resist:
60
Movement Speed:
41|41
Pierce Damage:
0
Pierce Resist:
90
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
--------------
Escalade

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege Engineers: +10
Requires: Siege Workshop

Escalade
Base
Defense Stats
Base
Health per unit:
5000
Slash Resist:
30
Stamina:
100
Crush Resist:
30
Movement Speed:
49|60
Pierce Resist:
90
HP Regen:
0
Elemental Resist:
0
General Tips/Comments:
--------------
Belfry

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Siege Plating: +20%
Siege Engineers: +10
Requires: Siege Workshop

Belfry
Base
Defense Stats
Base
Health per unit:
21000
Slash Resist:
40
Stamina:
N/A
Crush Resist:
40
Movement Speed:
58|58
Pierce Resist:
80
HP Regen:
0
Elemental Resist:
0
General Tips/Comments:
Men - Worker
Peasant
-"Want some potatoes?"

Unit Type
Worker
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Ability:
Repair Siege Equipment
Repair siege equipments within radius of area marked
Task to Fighting Fires
Ability to put out ground and building fires. Requires water source
Task to Corpse Looting
Loot corpses of dead units and equipment for resources
Task to Livestock
Kill and gather food resources from livestock animals that are ready to be slaughter
Task to Plant Gathering
Workers will gather food from fields and berry bushes
Task to Wood
Workers will chop wood from nearby trees
Task to Gold
Workers will mine gold from nearby gold mines
Task to Stone
Workers will mine stone from nearby stone mines
Passive Upgrade:
Work Boots: +10
Packs: Double the base gathering capacity of Peasant (+5)
Steel Plow: Increases growth rate of wheat fields and harvesting rate of Peasant
Butchery: Increases meat gather rate of Peasant
Bow Saw: Improves wood chopping
Steel Saw Blades: Increases wood gather rate of Peasant
Stone Refining: Improves stone mining
Improved Quarrying: Increases the stone gather rate of Peasant
Gold Smelting: Improves gold mining
Improved Smelting: Increases the gold gather rate of Peasant
Requires: Storehouse

Peasant
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
180
Slash Damage:
0
Slash Resist:
20
Stamina:
150
Crush Damage:
80
Crush Resist:
20
Movement Speed:
36|60
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
80% fire, 50% ice
General Tips/Comments:
Men - Livestock
Horse Cart
-"Neigh"

Unit Type
Resources Drop-off
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Horseshoes: +10
Requires: Blacksmith

Horse Cart
Base
Defense Stats
Base
Health per unit:
500
Slash Resist:
10
Stamina:
100
Crush Resist:
10
Movement Speed:
43|46
Pierce Resist:
10
HP Regen:
0
Elemental Resist:
0
General Tips/Comments:
Limit of 32 horse carts per army. Base carrying capacity is 750, the second highest under main hero (1500).
--------------
Chicken
-"Bawk"

Unit Type
Livestock
Capacity Consumption
1
Soldiers per group
5
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Selective Breeding: Helps livestock animals fatten faster
Animal Husbandry: Increases the maximum food of livestock
Requires: Barn

Chicken
Base
Health per unit:
25
Movement Speed:
15|15
General Tips/Comments:
--------------
Pig
-"Oink"

Unit Type
Livestock
Capacity Consumption
1
Soldiers per group
5
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Selective Breeding: Helps livestock animals fatten faster
Animal Husbandry: Increases the maximum food of livestock
Requires: Barn

Pig
Base
Health per unit:
25
Movement Speed:
20|32
General Tips/Comments:
Pig gives a negative food trickle when it is fully fatten. So task workers who can slaughter the fully fatten pig for a large food boost.
--------------
Cow
-"Moo"

Unit Type
Livestock
Capacity Consumption
1
Soldiers per group
5
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Milk Perservation: Improves food income from cows
Selective Breeding: Helps livestock animals fatten faster
Animal Husbandry: Increases the maximum food of livestock
Requires: Barn

Cow
Base
Health per unit:
25
Movement Speed:
20|20
General Tips/Comments:
--------------
Sheep
-"Baa"

Unit Type
Livestock
Capacity Consumption
1
Soldiers per group
5
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Weaving Loom: Improves gold income from sheeps
Selective Breeding: Helps livestock animals fatten faster
Animal Husbandry: Increases the maximum food of livestock
Requires: Barn

Sheep
Base
Health per unit:
25
Movement Speed:
20|20
General Tips/Comments:
Elves - Infantry
Common Elven Infantry Formation:
[BUG Ability - Hide can still be use without Archmages trait]
Stone Combat Style: 60, +20, +20, +20
Default formation. Increase Armor and Defense. Note: Cannot use Hide in this formation
Wind Combat Style: 60, +30%, +30%, +30%
Make units quick and deadly. Increase damage, speed, and accuracy. Gain stamina through combat
Common Elven Infantry Ability:
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Common Elven Passive Upgrade:
[BUG Tech - Does nothing?]
Hide Mastery: Reduces stamina drained from the Hide ability
Requires: Arcane Sanctuary

Sentry
-"My krakio is sharp"

Unit Type
Pike Infantry
Capacity Consumption
1
Soldiers per group
16
Primary Damage
Slashing/Piercing
Secondary/Other Damage
N/A
Strength
Cavalry/Large Monsters/Mediocre against Ranged and Light Infantry
Weakness
Sword Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
8
9
10
11
12
14
15
16
17
18
20
21
22
23
24
26
27
28
29
30
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Tackle: 100, 60, 125
For a short time, units next attack will knock down its target and deal extra damage
Hide [Toggle]
Passive Upgrade:
Wood Elf Fostering: +20%, +30, +10%
Wood Elf Provision: +20%, +30, +10%
Stamina: +50
Swiftness: +10
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Sentry
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
600
Slash Damage:
120
Slash Resist:
55
Stamina:
200
Crush Damage:
0
Crush Resist:
45
Movement Speed:
43|60
Pierce Damage:
120
Pierce Resist:
55
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Originally posted by dragonz97:
Generally best in stone formation too, secondary in tanking duties but this unit really shines vs single strong units like beasts where its tackle ability lets it stun lock them and keep them from running away if you need it to soley chase down a pesky dragon wind formation will help with that with the added speed and damage.
Elves - Infantry (cont.)
Enchanter

Unit Type
Mage Infantry
Capacity Consumption
1
Soldiers per group
16
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Melee
Weakness
Ranged Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
6
6
7
8
9
10
11
12
13
14
15
15
16
17
18
19
20
21
22
23
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Summon Bolt Thrower: 50, 250, 1
Elven ranged siege unit impose massive damage on unsuspecting enemy units and buildings
Requires: Arcane Sanctuary ➞ Forest Spirit
[BUG Ability - Does not require Earth Spirit tech to summon]
Summon Graviola: 100, 100, 1, 15
An uncontrollable ambushing plant that is capable of eating enemies whole when fully grown. Hides underground and waits for approaching victims. Graviola are highly flammable. (~50 sec to reach full growth)
Summon Ruin Vine: 150, 250, 3
An uncontrollable wall destroying vine that is grown in front of an enemy wall by enchanters, vulnerable only to melee damage
Summon Rootant: 400, 500, 1, 8, 15
Rootants are magically animated plant roots that move underground and can be used to stealthily attack enemy units. The Rootant has the ability to regenerate health rapidly, but must remain above ground to do so
Summon Treant: 90, 1
Treants can kick down gates, latch onto enemy walls allowing infantry to climb up walls
Mass Healing: +250, 100, 25, 600
AoE heal over time
Hide [Toggle]
Passive Upgrade:
High Elf Fostering: +10%, +30, +10%
High Elf Provision: +10%, +30, +10%
Summons Codex: Reduces Treant, Garviola, and Bolt Thrower build time

[BUG Tech - Requires default cost but will take less]
Summon Scrolls: Reduces Treant, Garviola, and Bolt Thrower costs
Requires: War Lodge, Arcane Sanctuary

Enchanter
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
500
Slash Damage:
0
Slash Resist:
40
Stamina:
200
Crush Damage:
150
Crush Resist:
40
Movement Speed:
49|70
Pierce Damage:
0
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
50% fire, 10% ice, 10% electric, 25% magic
General Tips/Comments:
Elves - Infantry (cont.)
Bladestorm

Unit Type
Sword Infantry
Capacity Consumption
1
Soldiers per group
16
Primary Damage
Slashing
Secondary/Other Damage
Crushing
Strength
Tightly pack melee combat
Weakness
Ranged
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
8
9
10
11
12
14
15
16
17
18
20
21
22
23
24
26
27
28
29
30
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Whirlwind: 90, 30, 300, 60
AoE attack that damages every adjacent unit, at the cost of stamina
Hide [Toggle]
Passive Upgrade:
High Elf Fostering: +10%, +30, +10%
High Elf Provision: +10%, +30, +10%
Stamina: +50
Swiftness: +10
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Bladestorm
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
550
Slash Damage:
220
Slash Resist:
50
Stamina:
200
Crush Damage:
80
Crush Resist:
40
Movement Speed:
62|84
Pierce Damage:
0
Pierce Resist:
30
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
20% electric, 20% magic
General Tips/Comments:
Elves - Infantry (cont.)
Grand Master
-"My blade cuts shadow"

Unit Type
Heavy Sword Infantry
Capacity Consumption
1
Soldiers per group
16
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
Melee Combat Infantry/Mediocre against Cavalry
Weakness
Ranged Combat
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
10
11
13
14
16
17
19
20
22
23
25
26
28
29
31
32
34
35
37
38
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Battle Frenzy: 80, 20, +15, +25, +35
Greatly increase unit armor for 20 seconds, at the cost of stamina
Heal: +250, 80, 5
Self-heal over time
Hide [Toggle]
Passive Upgrade:
Wood Elf Fostering: +20%, +30, +10%
Wood Elf Provision: +20%, +30, +10%
Stamina: +50
Swiftness: +10
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Grand Master
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
650
Slash Damage:
280
Slash Resist:
55
Stamina:
200
Crush Damage:
0
Crush Resist:
50
Movement Speed:
49|70
Pierce Damage:
0
Pierce Resist:
40
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
25% magic
General Tips/Comments:
Originally posted by dragonz97:
the overall weakest tank of all the races but since most elven players try to end matches fast or not get drawn into long combat this can be somewhat accepted. for short spurts around 2 minutes with the right traits and locations and upgrades the grandmaster can have the highest resistance of any unit in the game 90/90/90 with swordsmen at 90/85/90 with battlefury ability specializing stamina with every 8 points given approximately 20 seconds so thats not much of an option if you use grandmasters use them as a distraction to lure the opponents melee units away then use more spike damage oriented units to deal the blow. if stamina is getting low and you think you can manage it switching them to wind formation will give them a foot speed of around 102 allowing a timely retreat.
Elves - Ranged
Ranger

Unit Type
Ranged Infantry
Capacity Consumption
1
Soldiers per group
16
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
Heavily armored Infantry/Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Formation:
[BUG Ability - Hide can still be use without Archmages trait]
Stone Combat Style: 60, +20, +20, +20
Default formation. Increase Armor and Defense. Note: Cannot use Hide in this formation
Wind Combat Style: 60, +35%, +25%
Make units quick and deadly. Increase damage, speed, and accuracy and range to include faster reload time. Gain stamina through combat
Ability:
Fiery Arrows [Toggle]: +125
Increase damage, but decrease the accuracy and fire rate
Requires: Arcane Sanctuary ➞ Fiery Magic
Arrow Volley: 70, 20
Greatly decreases unit reload time for 20 seconds, at the cost of stamina
Hold Fire
Unit will not attack anything unless ordered otherwise
Hide [Toggle]: 30,
-2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Passive Upgrade:
Traditional Fostering: +50, +10%, +accuracy
Stamina: +50
Swiftness: +10
Imbued Wood Bows: +50
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Ranger
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
400
Slash Damage:
0
Slash Resist:
25
Stamina:
200
Crush Damage:
0
Crush Resist:
25
Movement Speed:
55|77
Pierce Damage:
260
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
320
Weapon Range:
800
General Tips/Comments:
Originally posted by dragonz97:
the best archers in the game and have the longest fire range, their fire arrows don't start wild fires so there is no fear shooting them into melee combat to hurt heavier armored units. A common tactic is to activate hide and retreat if units start trying to engage them in melee, this coupled with their 112 run speed while in wind formation lets them easily kite heavy infantry and difficult to kill
Elves - Cavalry
Common Elven Cavalry Formation:
[BUG Ability - Hide can still be use without Archmages trait]
Stone Combat Style: 60, +20, +20, +20
Default formation. Increase Armor and Defense. Note: Cannot use Hide in this formation
Wind Combat Style: 60, +25%, +25%, +20%
Make units quick and deadly. Increase damage, speed, accuracy and range to include faster reload time if ranged. Gain stamina through combat
Common Elven Cavalry Ability:
Acceleration: 50, 20, +30%
Greatly increase unit speed for 20 seconds, at the cost of stamina
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack

Mounted Ranger

Unit Type
Ranged Cavalry
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
Ranged
Weakness
Cavalry/Pike Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
12
13
15
17
19
21
22
24
26
28
30
31
33
35
37
39
40
42
44
46
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Fiery Arrows [Toggle]: +125
Increase damage, but decrease the accuracy and fire rate
Requires: Arcane Sanctuary ➞ Fiery Magic
Arrow Volley: 70, 20
Greatly decreases unit reload time for 20 seconds, at the cost of stamina
Hold Fire
Unit will not attack anything unless ordered otherwise
Acceleration, Hide [Toggle]
Passive Upgrade:
Traditional Fostering: +50, +10%, +accuracy
Traditional Provision: +50, +10%, +accuracy
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Mounted Ranger
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
900
Slash Damage:
0
Slash Resist:
35
Stamina:
200
Crush Damage:
0
Crush Resist:
35
Movement Speed:
70|120
Pierce Damage:
330
Pierce Resist:
40
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
100
Weapon Range:
800
General Tips/Comments:
Elves - Cavalry (cont.)
Mounted Grand Master

Unit Type
Heavy Sword Cavalry
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Slashing
Secondary/Other Damage
Magic
Strength
Sword/Ranged Infantry
Weakness
Pike Infantry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
16
18
20
23
25
28
30
32
35
37
40
42
44
47
49
52
54
56
59
61
Formation:
Stone Combat Style, Wind Combat Style
Ability:
Battle Frenzy: 80, 20, +15, +25, +35
Greatly increase unit armor for 20 seconds, at the cost of stamina
Heal: +250, 80, 5
Self-heal over time
Acceleration, Hide [Toggle]
Passive Upgrade:
Wood Elf Fostering: +20%, +30, +10%
Wood Elf Provision: +20%, +30, +10%
Revelation: Increases the view of your unit
Requires: War Lodge, Tree Dwelling

Mounted Grand Master
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1100
Slash Damage:
330
Slash Resist:
55
Stamina:
200
Crush Damage:
0
Crush Resist:
50
Movement Speed:
65|95
Pierce Damage:
0
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
30 magic
Elemental Resist:
0
General Tips/Comments:
Elves - Siege
Bolt Thrower

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
Piercing
Strength
Walls
Weakness
Cavalry/Melee units
Army str per group
lvl 1
1
Ability:
Fiery Bolts [Toggle]: +200
Increase damage, but decrease the accuracy and fire rate
Requires: Arcane Sanctuary ➞ Fiery Magic
Attack Ground
Unit will attack targeted area
Hold Fire
Unit will not attack anything unless ordered otherwise
Passive Upgrade:
Summon Mastery: +20%, +10%
Requires: Arcane Sanctuary

Bolt Thrower
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1500
Slash Damage:
0
Slash Resist:
30
Stamina:
N/A
Crush Damage:
400
Crush Resist:
30
Movement Speed:
65|65
Pierce Damage:
300
Pierce Resist:
50
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
1
Weapon Range:
1950
General Tips/Comments:
Cost 1 stone per shot.
Bolt Thrower can be summoned from Enchanter (if Forest Spirit tech unlocked).
--------------
Graviola

Unit Type
Ambush Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Slashing/Crushing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
Flammable
Army str per group
lvl 1
N/A
Passive Upgrade:
Summon Mastery: +20%, +10%
Requires: Arcane Sanctuary

Garviola
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
400~3000
Slash Damage:
150
Slash Resist:
0
Stamina:
30
Crush Damage:
150
Crush Resist:
10
Movement Speed:
0|0
Pierce Damage:
0
Pierce Resist:
95
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
80% fire
General Tips/Comments:
Uncontrollable.
Graviola can be summoned from Enchanter.
--------------
Ruin Vine

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crush
Secondary/Other Damage
N/A
Strength
Walls Only
Weakness
Flammable/Melee units
Army str per group
lvl 1
N/A

Ruin Vine
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
10000
Slash Damage:
0
Slash Resist:
10
Stamina:
N/A
Crush Damage:
50
Crush Resist:
50
Movement Speed:
0|0
Pierce Damage:
0
Pierce Resist:
100
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
50% fire
General Tips/Comments:
Uncontrollable.
Ruin Vine can be summoned from Enchanter.
Elves - Siege (cont.)
Rootant

Unit Type
Ambush Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Ability:
Emerge/Submerge
Toggles Rootant to emerge or submerge underground. Consumes (15~20) stamina to go under and stay underground (-1 stamina/sec)
Shield Regeneration: +200/s
Forms a wall that allows rapid regeneration of health, stamina regeneration stops. Rootant must be above ground and is unable to attack while active

Rootant
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
15000
Slash Damage:
50
Slash Resist:
60
Stamina:
300
Crush Damage:
0
Crush Resist:
60
Movement Speed:
3|22
Pierce Damage:
0
Pierce Resist:
99
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
50% fire
General Tips/Comments:
Very, very slow moving unit. Each attack cost 6 stamina but stamina regen is +5/s above ground.
Rootant can be summoned from Enchanter.
--------------
Treant

Unit Type
Resources Drop-off/Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Gates Only
Weakness
N/A
Army str per group
lvl 1
1
Passive Upgrade:
Summon Mastery: +20%, +10%
Requires: Arcane Sanctuary

Treant
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
18500
Slash Damage:
0
Slash Resist:
30
Stamina:
N/A
Crush Damage:
100
Crush Resist:
30
Movement Speed:
49|49
Pierce Damage:
0
Pierce Resist:
70
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Treant can be summoned from Enchanter.
Elves - Worker
Common Elven Worker Ability:
Downpour
Ability to summon rain to put out wildfires in a chosen area
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Task to Corpse Looting
Lay dead units to rest and receive gold resource
Task to Plant Gathering
Workers will gather food from fields and berry bushes
Task to Gold
Workers will mine gold from nearby gold mines
Task to Stone
Workers will mine stone from nearby stone mines

Female Warden

Unit Type
Ranged/Worker
Capacity Consumption
1
Soldiers per group
12
Primary Damage
Piercing
Secondary/Other Damage
N/A
Strength
Infantry
Weakness
Heavily armored Infantry/Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
1
1
1
1
1
1
1
2
2
2
2
2
2
2
3
3
3
3
3
3
Ability:
Downpour, Hide [Toggle], Task to Corpse Looting,
Task to Plant Gathering, Task to Gold, Task to Stone
Passive Upgrade:
Traditional Fostering: +50, +10%, +accuracy
Traditional Provision: +50, +10%, +accuracy
Warden Preservation: +50%, +100, +50%
Nourishment Conjuring: Improves food gathering from berries
Stone Conjuring: Improves stone mining
Metal Conjuring: Improves gold mining
Requires: War Lodge, Tree Dwelling

Female Warden
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
330
Slash Damage:
0
Slash Resist:
10
Stamina:
200
Crush Damage:
0
Crush Resist:
10
Movement Speed:
49|70
Pierce Damage:
220
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
30% fire, 50% ice
Ammo:
120
Weapon Range:
720
General Tips/Comments:
Elves - Worker (cont.)
Male Warden

Unit Type
Worker
Capacity Consumption
1
Soldiers per group
12
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Ability:
Downpour, Hide [Toggle], Task to Corpse Looting,
Task to Plant Gathering, Task to Gold, Task to Stone
Passive Upgrade:
Warden Preservation: +50%, +100, +50%
Nourishment Conjuring: Improves food gathering from berries
Stone Conjuring: Improves stone mining
Metal Conjuring: Improves gold mining
Requires: Tree Dwelling

Male Warden
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
350
Slash Damage:
130
Slash Resist:
20
Stamina:
200
Crush Damage:
0
Crush Resist:
20
Movement Speed:
52|86
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
30% fire, 50% ice
General Tips/Comments:
Elves - Livestock
Unicorn

Unit Type
Resource Cavalry
Capacity Consumption
1
Soldiers per group
10
Primary Damage
Slashing/Crushing
Secondary/Other Damage
Magic
Strength
All Infantry
Weakness
Cavalry
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
6
6
7
8
9
10
11
12
13
14
15
15
16
17
18
19
20
21
22
23
Passive Upgrade:
Unicorn Synergy: Adds gold income trickle from unicorns
Requires: Sylvan Shrine

Unicorn
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
700
Slash Damage:
40
Slash Resist:
35
Stamina:
200
Crush Damage:
40
Crush Resist:
35
Movement Speed:
82|125
Pierce Damage:
0
Pierce Resist:
20
HP Regen:
0
Elemental Damage:
30 magic
Elemental Resist:
0
General Tips/Comments:
--------------
Wood Spirit
aka Forest Spirit

Unit Type
Resource
Capacity Consumption
1
Soldiers per group
1
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
0
Passive Upgrade:
Spirit Synergy: Improves wood income from forest spirits
Requires: Tree Symbiosis

Stats
N/A
General Tips/Comments:
--------------
Deer

Unit Type
Livestock
Capacity Consumption
N/A
Soldiers per group
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
N/A
Passive Upgrade:
Deer Synergy: Improves food income from deers
Requires: Sylvan Shrine

Deer
Base
Health per unit:
25~200
Movement Speed:
15|56
General Tips/Comments:
Uncontrollable.
Dwarves/Others - Infantry
Common Dwarven/Other Infantry Formation:
Line Formation: 3, +40%, +40%, -10%
A slow, powerful formation that maximizes combat effectiveness.
Effective against melee units
Tight Formation: 3, +15, +10
A durable and compact formation. Very effect against other melee units, but vulnerable to ranged units due to being easier target to hit
Loose Formation: 3, +20, +20, +40%
A spread-out formation effective against ranged units and cavalry charges

Dwarven Battler

Unit Type
Hammer Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
11
12
14
15
17
19
20
22
24
25
27
29
30
32
34
35
37
39
40
42
Formation:
Line Formation, Tight Formation, Loose Formation
Ability:
Dwarven Horn: 50, 25, 200, -25%
AoE debuff. Heavily reduced enemies' movement

Dwarven Battler
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
730
Slash Damage:
0
Slash Resist:
50
Stamina:
200
Crush Damage:
290
Crush Resist:
45
Movement Speed:
70|90
Pierce Damage:
0
Pierce Resist:
15
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
20% fire, 25% ice, 10% electric, 20% magic
General Tips/Comments:
Note: Default is tight formation
Dwarves/Others - Infantry (cont.)
Dwarven Axeman

Unit Type
Axe Infantry
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Slashing
Secondary/Other Damage
N/A
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
9
10
11
13
14
15
17
18
19
21
22
23
25
26
27
29
30
31
33
34
Formation:
Line Formation, Tight Formation, Loose Formation

Dwarven Axeman
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
900
Slash Damage:
406
Slash Resist:
50
Stamina:
200
Crush Damage:
0
Crush Resist:
50
Movement Speed:
45|63
Pierce Damage:
0
Pierce Resist:
55
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
25% fire, 25% ice, 25% electric, 10% magic
General Tips/Comments:
Note: Default is line formation
Dwarves/Others - Infantry (cont.)
Minotaur

Unit Type
Large Monster
Capacity Consumption
2
Soldiers per group
10
Primary Damage
Slashing
Secondary/Other Damage
Crushing
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
20
21
22
23
24
26
27
28
29
30
31
33
34
35
36
38
39
40
41
42
Formation:
Line Formation, Tight Formation
Ability:
Charge: 50, 30, +125%, +50%
Charges towards the enemy with increased speed and damage

Minotaur
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
1900
Slash Damage:
130
Slash Resist:
40
Stamina:
200
Crush Damage:
80
Crush Resist:
30
Movement Speed:
60|120
Pierce Damage:
0
Pierce Resist:
35
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
20% ice, 20% electric
General Tips/Comments:
Note: Default is tight formation
Dwarves - Ranged
[BUG Unit - After each shot, they will switch to melee]
Dwarven Rifleman

Unit Type
Ranged
Capacity Consumption
1
Soldiers per group
20
Primary Damage
Piercing
Secondary/Other Damage
Fire
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
lvl 2
lvl 3
lvl 4
lvl 5
lvl 6
lvl 7
lvl 8
lvl 9
lvl 10
lvl 11
lvl 12
lvl 13
lvl 14
lvl 15
lvl 16
lvl 17
lvl 18
lvl 19
lvl 20
8
9
10
11
12
14
15
16
17
18
20
21
22
23
24
26
27
28
29
30
Formation:
Line Formation: 3, +30%, -30%
Designed to capitalize on the strengths of ranged units. Most effective against other ranged units
Tight Formation: 3, +20, +15, -10%
A durable and compact formation. Very effect against other melee units, but vulnerable to ranged units due to being easier target to hit
Loose Formation: 3, +20, +20%
A spread-out formation effective against ranged units and cavalry charges
Stand-Off Formation: 3, +20%, +20%, +5, +5, +15, -50%
Formation is mixed of the loose and line formation. Riflemen will form a defensive circle. Moderately effective against all units

Dwarven Rifleman
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
500
Slash Damage:
0
Slash Resist:
35
Stamina:
150
Crush Damage:
0
Crush Resist:
30
Movement Speed:
49|63
Pierce Damage:
261
Pierce Resist:
25
HP Regen:
0
Elemental Damage:
31 fire
Elemental Resist:
20% fire, 25% ice, 10% electric, 10% magic
Ammo:
1
Weapon Range:
600
General Tips/Comments:
Note: Default is tight formation
Melee deals 55 crush damage.
Dwarves - Siege
Dwarven Cannon

Unit Type
Ranged Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
Fire
Strength
Walls
Weakness
N/A
Army str per group
lvl 1
12
Ability:
Grape Shot
Shoots a spray of tiny cannon balls across the field causing massive damage to the infantry units
Attack Ground
Unit will attack targeted area
Hold Fire
Unit will not attack anything unless ordered otherwise

Dwarven Cannon
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
3000
Slash Damage:
0
Slash Resist:
60
Stamina:
250
Crush Damage:
1800
Crush Resist:
60
Movement Speed:
35|35
Pierce Damage:
0
Pierce Resist:
80
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
Ammo:
1
Weapon Range:
2300
General Tips/Comments:
Cost 5 stones per shot. Reload time ~22 seconds between shots.
--------------
Dwarven Heavy Ram

Unit Type
Siege
Capacity Consumption
1
Soldiers per group
1
Primary Damage
Crushing
Secondary/Other Damage
N/A
Strength
Gates Only
Weakness
N/A
Army str per group
lvl 1
5

Dwarven Heavy Ram
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
16000
Slash Damage:
0
Slash Resist:
70
Stamina:
150
Crush Damage:
400
Crush Resist:
70
Movement Speed:
35|35
Pierce Damage:
0
Pierce Resist:
85
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Dwarves - Worker
Dwarven Miner

Unit Type
Worker
Capacity Consumption
1
Soldiers per group
8
Primary Damage
Piercing
Secondary/Other Damage
Crushing
Strength
N/A
Weakness
N/A
Army str per group
lvl 1
1
Ability:
Task to Gold
Workers will mine gold from nearby gold mines
Task to Stone
Workers will mine stone from nearby stone mines

Dwarven Miner
Base
Attack Stats
Base
Defense Stats
Base
Health per unit:
480
Slash Damage:
0
Slash Resist:
10
Stamina:
100
Crush Damage:
40
Crush Resist:
25
Movement Speed:
42|68
Pierce Damage:
70
Pierce Resist:
0
HP Regen:
0
Elemental Damage:
0
Elemental Resist:
25% fire
General Tips/Comments:
Best gold/stone miner in Mythador. Use 2 or 3 groups per mine area.
Heroes/Elites - Main Hero
Common Main Hero Ability:
Heal: +3500, 90 stamina, 25
Self-heal large amount over time
Mass Heal: +400, 180 stamina, 20, 500
AoE heal large amount over time

Orc Hero
Human Hero
Elf Hero
Unit Type
Main Hero
Main Hero
Main Hero
Capacity Consumption
1
1
1
Soldiers per group
1
1
1
Primary Damage
Slashing/Crushing
Crushing
Piercing
Secondary/Other Damage
N/A
Slashing
Slashing
Strength
N/A
N/A
N/A
Weakness
N/A
N/A
N/A
Army str per group at lvl 60
45
45
45
Ability:
Heal, Mass Heal
Heal, Mass Heal
Heal, Mass Heal
Rage: 300, -15/s, 40, 40, +500, +40%
Increases speed and damage but slowly drains hp
Battlecry: +8/s, 50, 25, +40%, +40%, 200
AoE attack buff and heal over time to friendly units (Does not stack with High Knight's ability)
Battle Frenzy: 80, 20, +15, +25, +35
Greatly increase unit armor for 20 seconds, at the cost of stamina
Charge: 50, 30, +125%, +50%
Charges towards the enemy with increased speed and damage
Hide [Toggle]: 30, -2/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Heroes/Elites - Main Hero (cont.)
Orc Main Hero
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
9500 (28500)
Slash Damage:
250 (850)
Slash Resist:
20 (80)
Stamina:
250 (750)
Crush Damage:
250 (850)
Crush Resist:
30 (82)
Movement Speed:
35|65 (85|115)
Pierce Damage:
0
Pierce Resist:
10 (74)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
0
General Tips/Comments:
Possible max stats increase for Orc Main Hero: +240% total attack (60 skill points, each skillpoint raise 10 slash and 10 crush damage), +60 slash resist (15 skill points), +52 crush resist (13 skill points), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points). There are only 177 skill points available (lvl 60) so you can't max everything.
With both abilities, the unit can reach an attack of 3262 (1912 slash and 1350 crush) and max movement speed is 177|239.
Formula for attack power is
(total attack) +(1/2 total attack)*(1.25 if charge activated) +(500 if rage activated).
Half of total attack is slash damage and the other half is crush damage. Charge ability increase slash damage by 125%. So if unit has a base total attack of 500 (250 slash, 250 crush), the attack power with charge and rage activated is 1312 (562 slash, 750 crush).

Orc Main Hero is exclusive unit for the Orcs race.
--------------
Human Main Hero
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health per unit:
8500 (25500)
Slash Damage:
200 (680)
Slash Resist:
20 (80)
Stamina:
250 (750)
Crush Damage:
300 (1020)
Crush Resist:
20 (80)
Movement Speed:
40|80 (90|130)
Pierce Damage:
0
Pierce Resist:
20 (80)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
40% fire
General Tips/Comments:
Possible max stats increase for Human Main Hero: +240% total attack (60 skill points, each skillpoint raise 8 slash and 12 crush damage), +60 slash/crush/pierce resist (15 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
With battlecry ability, the unit can reach an attack of 2380 (952 slash, 1428 crush).

Human Main Hero is exclusive unit for the Men race.
--------------
Elf Main Hero
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health per unit:
8000 (24000)
Slash Damage:
250 (850)
Slash Resist:
20 (80)
Stamina:
250 (750)
Crush Damage:
0
Crush Resist:
10 (74)
Movement Speed:
60|90 (110|140)
Pierce Damage:
350 (1190)
Pierce Resist:
30 (82)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
10% fire, 10% ice, 10% electric, 30% magic
General Tips/Comments:
Possible max stats increase for Elf Main Hero: +240% total attack (60 skill points, each skillpoint raise 10 slash and 14 pierce damage), +60 slash resist (15 skill points), +64 crush resist (16 skill points), +52 pierce resist (13 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
With battle frenzy ability, the unit can temporarily increase their max defense up to 90% slash/crush/pierce resist (unit defense stats cannot go over 90%).

Elf Main Hero is exclusive unit for the Elves race.
Heroes/Elites - Special Unit
Common Special Unit Ability:
Heal: +3500, 90 stamina, 25
Self-heal large amount over time

Warlord
Tribal Shaman
Unit Type
Elite Orc Warlord
Elite Orc Healer
Capacity Consumption
4
4
Soldiers per group
1
1
Primary Damage
Slashing
Piercing/Fire
Secondary/Other Damage
Crushing
Magic
Strength
N/A
N/A
Weakness
N/A
N/A
Army str per group at lvl 60
90
136
Ability:
Heal
Heal
Rage: 300, -15/s, 40, 40, +500, +40%
Increases speed and damage but slowly drains hp
Shamanic Healing: +2800, 150, 40, 512
AoE heal
Charge: 50, 30, +125%, +50%
Charges towards the enemy with increased speed and damage
Blood Purge: 120, 25, 256
Drains the blood of his enemies

Warlord
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
5000 (15000)
Slash Damage:
120 (420)
Slash Resist:
25 (81)
Stamina:
300 (800)
Crush Damage:
40 (160)
Crush Resist:
25 (81)
Movement Speed:
50|62 (100|112)
Pierce Damage:
0
Pierce Resist:
25 (81)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
40% fire, 40% ice, 40% electric
General Tips/Comments:
Possible max stats increase for Warlord: +262.5% total attack (60 skill points, each skillpoint raise 5 slash and 2 crush damage), +56 slash/crush/pierce resist (14 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Warlord is exclusive unit for the Orcs race.
--------------
Tribal Shaman
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
1800 (5400)
Slash Damage:
0
Slash Resist:
20 (80)
Stamina:
300 (800)
Crush Damage:
0
Crush Resist:
20 (80)
Movement Speed:
50|62 (100|112)
Pierce Damage:
100 (340)
Pierce Resist:
20 (80)
HP Regen:
0 (+50/s)
Elemental Damage:
100 fire, 50 magic (340 fire, 170 magic)
Elemental Resist:
40% fire, 40% ice, 40% electric, 50% magic
Ammo
1
Weapon Range:
400
General Tips/Comments:
Possible max stats increase for Tribal Shaman: +240% total attack (60 skill points, each skillpoint raise 4 pierce, 4 fire, and 2 magic damage), +60 slash/crush/pierce resist (15 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
Heroes/Elites - Special Unit (cont.)
Dragonslayer
High Knight
Dwarven Champion
Unit Type
Elite Human Warrior
Elite Human Knight
Elite Dwarven
Capacity Consumption
5
5
5
Soldiers per group
1
1
1
Primary Damage
Slashing
Slashing
Crushing
Secondary/Other Damage
N/A
Crushing
N/A
Strength
N/A
N/A
N/A
Weakness
N/A
N/A
N/A
Army str per group at lvl 60
113
113
113
Ability:
Heal
Heal
Heal
Evasion: 50, 10, +20, +20, +25%
Speed and armor against projectiles increased
Deadly Strike: 50, 20, 300, 45
AoE attack every adjacent unit
Deadly Strike: 50, 20, 300, 45
AoE attack every adjacent unit
Dragon Horn: 50, 20, 200, -90%
AoE stuns nearby dragons and greatly reduces their movement speed for the duration, allowing allies to attack or retreat
Battlecry: +8/s, 50, 25, +40%, +40%, 200
AoE attack buff and heal over time to friendly units (Does not stack with Human Main Hero's ability)
Dwarven Horn: 50, 25, 200, -25%
AoE debuff. Heavily reduced enemies' movement
Heroes/Elites - Special Unit (cont.)
Dragonslayer
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
6000 (18000)
Slash Damage:
240 (840)
Slash Resist:
30 (82)
Stamina:
200 (700)
Crush Damage:
0
Crush Resist:
30 (82)
Movement Speed:
87|117 (137|167)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
85% fire, 75% ice, 40% electric, 20% magic
General Tips/Comments:
Possible max stats increase for Dragonslayer: +250% total attack (60 skill points, each skillpoint raise 10 slash damage), +52 slash/crush resist (13 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Fire resistance is cap at 90% when using Evasion ability.
--------------
High Knight
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
8000 (24000)
Slash Damage:
180 (660)
Slash Resist:
25 (81)
Stamina:
200 (700)
Crush Damage:
60 (240)
Crush Resist:
25 (81)
Movement Speed:
35|40 (85|90)
Pierce Damage:
0
Pierce Resist:
25 (81)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
30% fire, 30% ice, 30% electric, 30% magic
General Tips/Comments:
Possible max stats increase for High Knight: +275% total attack (60 skill points, each skillpoint raise 8 slash and 3 crush damage), +56 slash/crush/pierce resist (14 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

High Knight is exclusive unit for the Men race.
--------------
Dwarven Champion
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
5000 (15000)
Slash Damage:
0
Slash Resist:
25 (81)
Stamina:
200 (700)
Crush Damage:
200 (680)
Crush Resist:
25 (81)
Movement Speed:
30|50 (80|100)
Pierce Damage:
0
Pierce Resist:
20 (80)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
60% fire, 60% magic
General Tips/Comments:
Possible max stats increase for Dwarven Champion: +240% total attack (60 skill points, each skillpoint raise 8 crush damage), +56 slash/crush resist (14 skill points each), +60 pierce resist (15 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
Heroes/Elites - Special Unit (cont.)
Infiltrator
Protector
Unit Type
Elite Elven Ambush
Elite Elven Warrior
Capacity Consumption
5
5
Soldiers per group
1
1
Primary Damage
Slashing
Slashing
Secondary/Other Damage
Magic
Fire/Cold/Electric/Magic
Strength
N/A
N/A
Weakness
N/A
N/A
Army str per group at lvl 60
113
113
Ability:
Heal
Heal
Invisibility [Toggle]: -1/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Invisibility [Toggle]: 10, -3/s, -25%
Temporarily invisible to enemy units. Ends if the units attack
Acceleration: 50, 20, +30%
Greatly increase unit speed for 20 seconds, at the cost of stamina
Mass Heal: +400, 180 stamina, 20, 500
AoE heal large amount over time
Battle Frenzy: 80, 20, +15, +25, +35
Greatly increase unit armor for 20 seconds, at the cost of stamina
Whirlwind: 90, 30, 300, 60
AoE attack that damages every adjacent unit, at the cost of stamina

Infiltrator
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
3000 (9000)
Slash Damage:
275 (935)
Slash Resist:
0 (64)
Stamina:
350 (850)
Crush Damage:
0
Crush Resist:
0 (64)
Movement Speed:
75|120 (125|170)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
0 (+50/s)
Elemental Damage:
150 magic (510 magic)
Elemental Resist:
40% fire, 40% ice, 40% electric
General Tips/Comments:
Possible max stats increase for Infiltrator: +240% total attack (60 skill points, each skillpoint raise 11 slash and 6 magic damage), +64 slash/crush/pierce resist (16 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
--------------
Protector
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
6000 (18000)
Slash Damage:
200 (680)
Slash Resist:
30 (82)
Stamina:
350 (850)
Crush Damage:
0
Crush Resist:
30 (82)
Movement Speed:
60|80 (110|130)
Pierce Damage:
0
Pierce Resist:
30 (82)
HP Regen:
0 (+50/s)
Elemental Damage:
40 fire/ice/electric/magic (160 fire/ice/electric/magic)
Elemental Resist:
50% fire, 50% ice, 50% electric, 50% magic
General Tips/Comments:
Possible max stats increase for Protector: +266.7% total attack (60 skill points, each skillpoint raise 8 slash and 2 fire/ice/electric/magic elemental damage), +52 slash/crush/pierce resist (13 skill points each), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Protector is exclusive unit for the Elves race.
Heroes/Elites - Wizard
Wizard of the Calm
Wizard of the Deep
Wizard of the Wave
Unit Type
Elite Ice Mage
Elite Lightning Mage
Elite Fire Mage
Capacity Consumption
10
10
10
Soldiers per group
1
1
1
Primary Damage
Cold
Electric
Fire
Secondary/Other Damage
Crushing
Crushing
Crushing
Strength
N/A
N/A
N/A
Weakness
N/A
N/A
N/A
Army str per group at lvl 100
1535
1535
1535
Ability:
Requires:
Level 1
Research: Magic Guild ➞ Calm/Deep/Wave Spells
Extinguish: 10, 30, 20, 1024
A blast of cold air puts out any fires in the large chosen area
Sphere: 52, 85, 12, 150, 85, 85, 85, 85, 85, 85, 85
Wizard and nearby friendly units in a small radius are surrounded by a protective shield that protects them (85%) from all forms of damage
Fire Blast: 40, 40, 220
Short ranged blast of fire burns from above for a very short duration
Requires:
Level 5 (Deep)
Level 10 (Calm/Wave)
Research: Magic Guild ➞ Calm/Deep/Wave Spells
Frost Mantle: 10, -2/s, 300, 100, 100, 100
Engulfs Wizard in surrounding ice and cold air that frostbites nearby enemies, increase melee cold damage, wizard is completely resistant to fire and cold damage
Fatigue: 60, 60, 5, 350
Quickly drains stamina from enemy units within the chosen area (250 stamina drains over 5 seconds or -50 stamina/s)
Inferno: 10, -2/s, 300, 100, 100, 100
Engulfs Wizard in surrounding flame that ignites nearby enemies, increase melee fire damage, wizard is completely resistant to fire and cold damage
Heroes/Elites - Wizard (cont.)
Requires:
Level 12 (Deep)
Level 20 (Calm/Wave)
Research: Magic Guild ➞ Calm/Deep/Wave Spells
Freeze: 70, 60, 256
Freezes solid all non cold resistant units within a chosen area, frozen units are drained of stamina then health, can not move, attack, or be damaged by attacks
Enchant: 70, 60, 60, 320
Electrifies friendly units within a chosen area, increase electrical damage (+100) and (100 ice and lightning) resistance of friendly units
Fire Wall: 60, 90, 30, 1000
Wizard and all nearby units are surrounded by a large ring of fire, units that pass through the Fire Wall Ring will be engulfed in flames
Requires:
Level 25 (Deep)
Level 30 (Calm/Wave)
Research: Magic Guild ➞ Calm/Deep/Wave Spells
Blizzard: 140, 150, 80, 600
Freezing cold blizzard engulfs the area, damaging units closest to the blizzards core, falling ice shards randomly fall upon victims
Lightning Storm: 170, 120, 120, 500
Summons a massive lightning storm over a chosen area, lightning strikes randomly hit enemy units and ground causing massive electrical damage
Hell Spikes: 100, 120, 900
Eruption of flames randomly rise from the ground over the large chosen area, randomly engulfing units in flame that fall victim to being near them
Requires:
Level 40
Research: Magic Guild ➞ Calm/Deep/Wave Spells
Ice Wall: 120, 150, 60, 600
Wizard and all nearby units are surrounded by a large ring of ice emerging from the ground, units can not pass through, units stuck in the ice are frozen solid
Teleport: 100, 60, 2
Teleports the wizard to any clear ground location
(At least 100 stamina to use ability, but actual cost is based on distance, with shorter distance takes less while longer distance takes 100% regardless if stamina is 100 or full)
Meteor Storm: 150, 180, 750
Flaming Meteors fall upon the large chosen area causing damage to anything they hit including walls and buildings

Wizard of the Calm/Deep/Wave
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
3000 (7725)
Slash Damage:
0
Slash Resist:
0 (58)
Stamina:
40 (320)
Crush Damage:
25 (151)
Crush Resist:
0 (58)
Movement Speed:
40|50
Pierce Damage:
0
Pierce Resist:
0 (58)
HP Regen:
0 (+30/s)
Elemental Damage:
100 ice, electric, or fire
(415 ice, electric, or fire)
Note: Calm=ice, Deep=electric, Wave=fire
Elemental Resist:
50% fire, 50% ice, 50% electric, 20% magic
Spellcasting Range:
0 (+380%)
General Tips/Comments:
Possible max stats increase for Wizard of the Calm/Deep/Wave: +352.8% total attack (63 skill points, each skillpoint raise 2 crush, and 5 respective elemental damage: Calm=ice, Deep=electric, Wave=fire), +58 slash/crush/pierce resist (29 skill points each), +157.5% health (63 skill points), +280 stamina (35 skill points), +30/s hp regen (30 skill points), +380% spellcasting range (19 skill points).

Wizard starts at 50 army str and increase by 15 every level until lvl 100 which gives them an army str of 1535, the highest in the game for a unit.
Elemental damage affects melee attacks only (not spells).
Heroes/Elites - Dragon/Hydra
Common Dragon Ability:
Fly to Area: 20
Dragon will fly from where it stands to the point you choose, dragon is only capable of flying short distances (Up to ~1/3 of the map or ~4384 range distance. Cannot control while airborne until dragon lands. Large dragon flies the slowest while small dragon flies the fastest/furthest)

Green Dragon
Red Dragon
Ice Dragon
Unit Type
Elite Small Dragon
Elite Medium Dragon
Elite Medium Dragon
Capacity Consumption
6
8
8
Soldiers per group
1
1
1
Primary Damage
Slashing/Crushing
Slashing/Crushing
Slashing/Crushing
Secondary/Other Damage
Fire
Fire
Cold
Strength
N/A
N/A
N/A
Weakness
N/A
N/A
N/A
Army str per group at lvl 60
272
408
317
Ability:
Fly to Area
Fly to Area
Fly to Area
Fire Ball: 80, 150?
Unleashes a long range Fire Ball that explodes and burns everything that it hits
Fire Ball: 80, 150?
Unleashes a long range Fire Ball that explodes and burns everything that it hits
Ice Wall: 40
Front sweeping AoE ice breath attack (Frozen solid all non cold resistant units, last ~5 seconds)
Fire Wall: 40
Front sweeping AoE fire breath attack
--------------
Haunter Dragon
Royal Dragon
Hydra
Unit Type
Elite Large Dragon
Elite Large Dragon
Elite Large Monster
Capacity Consumption
10
10
15
Soldiers per group
1
1
1
Primary Damage
Slashing/Crushing
Slashing/Crushing
Slashing/Crushing
Secondary/Other Damage
Fire
Fire
N/A
Strength
N/A
N/A
N/A
Weakness
N/A
N/A
N/A
Army str per group at lvl 60
408
544
681
Ability:
Fly to Area
Fly to Area
Acid: 50, 5, 256?
AoE spray burning acid upon units and burns over time.
Also units covered in acid have all defenses including elemental resistances and movement speed reduce by half! (Rounded down)
Fire Ball: 80, 150?
Unleashes a long range Fire Ball that explodes and burns everything that it hits
Fire Ball: 80, 150?
Unleashes a long range Fire Ball that explodes and burns everything that it hits
Fire Wall: 40
Front sweeping AoE fire breath attack
Fire Wall: 40
Front sweeping AoE fire breath attack
General Tips/Comments:
Dragon/Hydra basic attack do AoE damage that can also damage nearby allies so be careful during co-op.
Dragon does not have attack move toggle. Their default is Stand Ground stance.
Dragon/Hydra (except Green Dragon) can also melee attack walls/gates/towers.
Heroes/Elites - Dragon/Hydra (cont.)
Green Dragon
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
20000 (60000)
Slash Damage:
170 (590)
Slash Resist:
6 (50)
Stamina:
350 (850)
Crush Damage:
170 (590)
Crush Resist:
6 (50)
Movement Speed:
65|110 (115|160)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
+3/s (+53/s)
Elemental Damage:
60 fire (240 fire)
Elemental Resist:
100% fire
General Tips/Comments:
Possible max stats increase for Green Dragon: +255% total attack (60 skill points, each skillpoint raise 7 slash, 7 crush, and 3 fire damage), +44 slash/crush resist (11 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Green Dragon can also melee attack buildings.
--------------
Red Dragon
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
30000 (90000)
Slash Damage:
200 (680)
Slash Resist:
8 (52)
Stamina:
350 (850)
Crush Damage:
200 (680)
Crush Resist:
8 (52)
Movement Speed:
68|125 (118|175)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
+3/s (+53/s)
Elemental Damage:
70 fire (250 fire)
Elemental Resist:
100% fire
General Tips/Comments:
Possible max stats increase for Red Dragon: +242.5% total attack (60 skill points, each skillpoint raise 8 slash, 8 crush, and 3 fire damage), +44 slash/crush resist (11 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
--------------
Ice Dragon
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
28000 (84000)
Slash Damage:
200 (680)
Slash Resist:
0 (52)
Stamina:
350 (850)
Crush Damage:
200 (680)
Crush Resist:
0 (52)
Movement Speed:
68|125 (118|175)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
+3/s (+53/s)
Elemental Damage:
90 ice (330 ice)
Elemental Resist:
50% fire, 100% ice
General Tips/Comments:
Possible max stats increase for Ice Dragon: +245% total attack (60 skill points, each skillpoint raise 8 slash, 8 crush, and 4 ice damage), +52 slash/crush resist (13 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).
Heroes/Elites - Dragon/Hydra (cont.)
Haunter Dragon
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
30000 (90000)
Slash Damage:
200 (680)
Slash Resist:
0 (52)
Stamina:
350 (850)
Crush Damage:
200 (680)
Crush Resist:
0 (52)
Movement Speed:
90|190 (140|240)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
+3/s (+53/s)
Elemental Damage:
70 fire (250 fire)
Elemental Resist:
100% fire
General Tips/Comments:
Possible max stats increase for Haunter Dragon: +242.5% total attack (60 skill points, each skillpoint raise 8 slash, 8 crush, and 3 fire damage), +52 slash/crush resist (13 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Haunter Dragon can be the fastest dragon on ground.
--------------
Royal Dragon
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
41000 (123000)
Slash Damage:
250 (850)
Slash Resist:
10 (50)
Stamina:
350 (850)
Crush Damage:
250 (850)
Crush Resist:
10 (50)
Movement Speed:
90|170 (140|220)
Pierce Damage:
0
Pierce Resist:
0 (64)
HP Regen:
+3/s (+53/s)
Elemental Damage:
100 fire (340 fire)
Elemental Resist:
100% fire, 15% ice, 15% electric, 15% magic
General Tips/Comments:
Possible max stats increase for Royal Dragon: +240% total attack (60 skill points, each skillpoint raise 10 slash, 10 crush, and 4 fire damage), +40 slash/crush resist (10 skill points each), +64 pierce resist (16 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Royal dragon has the highest health out of all the dragons, thus able to take more abuse. damage.
--------------
Hydra
Base (Max)
Attack Stats
Base (Max)
Defense Stats
Base (Max)
Health:
24000 (72000)
Slash Damage:
150 (510)
Slash Resist:
15 (79)
Stamina:
300 (800)
Crush Damage:
150 (510)
Crush Resist:
15 (79)
Movement Speed:
90|160 (140|210)
Pierce Damage:
0
Pierce Resist:
20 (80)
HP Regen:
0 (+50/s)
Elemental Damage:
0
Elemental Resist:
50% fire, 50% ice, 50% electric, 50% magic
General Tips/Comments:
Possible max stats increase for Hydra: +240% total attack (60 skill points, each skillpoint raise 6 slash and 6 crush damage), +64 slash/crush resist (16 skill points each), +60 pierce resist (15 skill points), +200% health (50 skill points), +500 stamina and +50 movement speed (50 skill points), +50/s hp regen (25 skill points).

Hydra skillpoints reset often (It don't reset all skillpoints but only some). Supposedly this is a feature and not a bug because other units require crowns to reset but hydra resets for free automatically (Might be an annoying feature though or maybe the skills reset is one of the cons since hydra is quite strong).
Additional Notes
Game version: KW V1.3 (August 2016)

Message me if you like to provide the missing info or find errors in the guide.

To do:
-06 Sept. 2016~Current: Work-in-progress general tips/comments
-Find a way to measure range distance and view distance.
-proof read, duble check, etc (maybe?)

Changelog:
29 August 2016: Initial release. Unit overview and army strength.
02 September 2016: Added formation/ability info
04 September 2016: Added passive tech
25 September 2016: Formatting for consistency
06 October 2016: Added unit base stats
06 January 2017: Formatting. Removed custom text colors.

Credits:
+Reverie World Studios for a great game ;)
+Ugly5tik for partial High Knight info.
+dragonz97 for Protector, Red/Haunter/partial Royal Dragon info, and several suggestions.

Check out the other guides:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=770949798 http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=781779585
4 Comments
Sir Colbert 14 Jul, 2017 @ 10:55pm 
ok thx Great guide helps me in my experiments. :)
battle2525  [author] 14 Jul, 2017 @ 9:43pm 
Not active this year, but would like to get back into it again.
As for your second question, not necessarily. They are a bit tough to take down though. The strengths and weaknesses mean some units can deal or receive 0.5x-3x damage on certain units. I don't the know the exact damage modifier. It might be hidden like attack speed and accuracy stats. Pike units are great against cavalry...only if they don't hit and run because it's impossible to chase.
Sir Colbert 14 Jul, 2017 @ 8:15pm 
So from the guide it says that the unmounted and mounted knights have no weakness. Does that mean they op?
Sir Colbert 13 Jul, 2017 @ 7:25pm 
Do you still play?