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Military and Invasion
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Military units vary by races. Each race has a different set of units, and these units have 3 attributes: Offensive power, Defensive power, and special ability. The only commonality between the races is that each has a base offensive and defensive unit, and all have two "special" units. When you are attacking, the offensive power of your units, together with their special ability (positive or negative), and summed together, and this becomes your attacking strength. Bonuses are applied after being summed together first, and pitted against your target's defensive strength. When you are on the defense, the defensive power of the units you have at home (that is, those that have not been sent on an attack, and those that are not in training) are summed together, and then the summed bonuses are applied. To determine the success of the attack, the actual numbers are used to determine success and failure. There is no randomness involved in attacking. Much has been highlighted in the last paragraph because it contains the most vital information in the game. Be sure you read and understand it :) Below are the military units, broken down by race. Costs are given in the units of p (platinum) and r (ore). You need 1 draftee for every unit you are trying to train. Draftees, for all races, have 0 offensive power, and 1 defensive power.
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Good Races
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| Human
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| Unit
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Offensive Strength
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Defensive Strength
|
Special Ability
|
Cost
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| Spearmen: |
3 |
0 |
- |
275p, 25r |
| Archer: |
0 |
3 |
- |
275p, 10r |
| Knight: |
2 |
6 |
25% fewer casualties |
1000p, 100r |
| Cavalry: |
6 |
3 |
Returns 3 hours faster from battle |
1300p, 100r |
| Dwarf
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| Unit
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Offensive Strength
|
Defensive Strength
|
Special Ability
|
Cost
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| Soldier: |
3 |
0 |
- |
275p, 25r |
| Miner: |
0 |
3 |
Every 2 miners produce 1 ore per hour |
350p, 25r |
| Cleric: |
3 |
4* |
Against all evil races Cleric has defensive power of 5. Can kill Undead/Spirits on both offense and defense, Reduces combat losses |
800p, 0r |
| Warrior: |
7 |
2 |
None |
1250p, 110r |
| Wood Elf
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| Unit
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Offensive Strength
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Defensive Strength
|
Special Ability
|
Cost
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| Ranger: |
3 |
0 |
- |
275p, 25r |
| Longbowman: |
0 |
4 |
- |
325p, 10r |
| Mystic: |
0 |
4* |
* Increases power by 1 for every 20% forest (buildings inclusive) -More details (A) |
1025p, 0r |
| Druid: |
3* |
1* |
* Increases power by 1 for every 20% forest (buildings inclusive) -More details (A) |
1145p, 0r |
| Halfling
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| Unit
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Offensive Strength
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Defensive Strength
|
Special Ability
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Cost
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| Slinger: |
3 |
0 |
- |
275p, 15r |
| Defender: |
0 |
3 |
- |
300p, 10r |
| Staff Master: |
5 |
3 |
15% fewer casualties |
925p, 25r |
| Master Thief: |
2 |
4 |
Also counts as 1/5 of a Spy on offense, and 1/3 of a spy on defense (but cannot be targeted by the Disband Spies spell) |
900p, 30r |
| Merfolk
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| Unit
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Offensive Strength
|
Defensive Strength
|
Special Ability
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Cost
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| Mermen: |
3 |
0 |
No boats needed |
275p, 0r |
| Sirens: |
0 |
3 |
- |
300p, 0r |
| Kraken: |
4 |
2 |
Sinks boats when attacking, No boats needed |
600p, 0r |
| Leviathan: |
0 |
7 |
Sinks boats when defending |
1350p, 0r |
| Sylvan
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Satyr: |
3 |
0 |
- |
275p, 0r |
| Sprite: |
0 |
3 |
- |
300p, 0r |
| Dryad: |
0 |
3* |
Counts as 1/2 wizard on defense, 1/5 wizard on offense (cannot be targeted by Wizard Assassination), * Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7 |
1050p, 0r |
| Centaur: |
5 |
2 |
Returns 3 hours faster from battle |
900p, 90r |
| Gnome
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Suicide Squad: |
4 |
0 |
Squad Suffers 50% casualties (ALWAYS, regardless of casualty bonuses) |
200p, 50r |
| Tinker: |
0 |
3 |
- |
300p, 5r |
| Rockapult: |
2 |
4* |
* Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. |
675p, 330r |
| Juggernaut: |
* |
3 |
* Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between 75% and 85% of your land, Juggernaut's Power is 6. Over 85% of your land, and Juggernaut's Power is 7. |
775p, 550r |
| Firewalker
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Fire Sprite: |
3 |
0 |
- |
300p, 0r |
| Flamewolf: |
0 |
3 |
- |
300p, 0r |
| Phoenix: |
0 |
4.5 |
Cannot be killed except by Icekin. |
925p, 0r |
| Salamander: |
5 |
3 |
50% fewer casualties when attacking |
950p, 0r |
| Spirits
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Phantom: |
2.5 |
0 |
ALMOST Never Dies -More details (C) |
225p, 0r |
| Banshee: |
0 |
2.5 |
ALMOST Never Dies -More details (C) |
225p, 0r |
| Ghost: |
2 |
4 |
ALMOST Never Dies, some enemy units killed in battle turn into Phantoms/Banshees and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats) -More details (C) |
900p, 0r |
| Spectre: |
4 |
3 |
ALMOST Never Dies. Attacking a target 65% of your land size or larger, and some enemy units killed in battle turn into Ghosts and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 65% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats) -More details (C) |
1050p, 0r |
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Evil Races
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| Goblin
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Raider: |
3 |
0 |
- |
325p, 25r |
| Shaman: |
0 |
3 |
Can kill Undead/Spirits on defense, Reduces losses in combat |
375p, 15r |
| Hobgoblin: |
5 |
3 |
Plunders resources on Attack |
950p, 80r |
| Wolf Rider: |
6 |
2 |
Returns 3 hours faster from battle |
1300p, 130r |
| Troll
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Brute: |
4 |
0 |
- |
350p, 25r |
| Ogre: |
0 |
3 |
- |
300p, 25r |
| Basher: |
5* |
2* |
* Automatic regeneration causes fewer casualties. Against Goblin, Wood Elf and Kobold is 6,3. |
1000p, 100r |
| Smasher: |
7* |
7 |
* Against Goblin, Wood Elf and Kobold is 8,7. |
1450p, 150r |
| Dark Elf
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Swordsman: |
4 |
0 |
- |
325p, 25r |
| Gargoyle: |
0 |
3 |
- |
300p, 15r |
| Adept: |
2* |
4* |
* Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus of +5/+5 (making the Adept maximum 7/9) -More details (A) |
1000p, 55r |
| Spirit Warrior: |
5.5* |
0 |
Flight (no need for boats). Against Dominions less than 75% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 75% - 95% of your size, Spirit Warrior has 6 offense and ALMOST Never Dies. Against Dominions of 95% of your size or greater, Spirit Warrior has 6.5 offense and ALMOST Never Dies -More details (B). |
1100p, 55r |
| Undead
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Skeleton: |
2.5 |
0 |
ALMOST Never Dies -More details (C) |
225p, 0r |
| Ghoul: |
0 |
2.5 |
ALMOST Never Dies -More details (C) |
225p, 0r |
| Progeny: |
2 |
4 |
ALMOST Never Dies, some enemy units killed in battle turn into Ghouls/Skeletons and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats) -More details (C) |
900p, 0r |
| Vampire: |
4 |
3 |
ALMOST Never Dies. Attacking a target 65% of your land size or larger, and some enemy units killed in battle turn into Progeny and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 65% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats) -More details (C) |
1050p, 0r |
| Lycanthrope
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Scavenger: |
3 |
0 |
- |
300p, 25r |
| Ratman: |
0 |
3 |
- |
250p, 0r |
| Werewolf: |
3 |
4 |
25% fewer casualties on offense, 50% fewer casualties on defense |
875p, 55r |
| Garou: |
6 |
0 |
Some enemy units killed in battle turn into Werewolves and join your army IF BATTLE WON |
1100p, 110r |
| Kobold
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| Unit
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Offensive Strength
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Defensive Strength
|
Special Ability
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Cost
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| Grunt: |
2 |
0 |
- |
200p, 10r |
| Underling: |
0 |
2 |
- |
225p, 10r |
| Beast: |
0 |
3* |
* For every one Beast, if you have one Overlord at home to match the Beast, then defensive power of the Beast increases by 2. -More details (D) |
950p, 0r |
| Overlord: |
3* |
2 |
* For every one Overlord, if you have one Grunt being sent on the attack to match the Overlord being sent on the attack, the offensive power of the Overlord increases by 2. -More details (E) |
850p, 55r |
| Lizardfolk
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Reptile: |
3 |
0 |
No boats needed |
275p, 0r |
| Serpent: |
0 |
3 |
- |
275p, 0r |
| Chameleon: |
4 |
4 |
Counts as 1/5 spy (cannot be targeted by Disband Spies spell), no boats needed |
900p, 0r |
| Lizardmen: |
6 |
2 |
No boats needed |
1050p, 0r |
| Icekin
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Icebeast: |
3 |
0 |
- |
300p, 0r |
| Snow Witch: |
0 |
3 |
Reduces losses in combat |
350p, 25r |
| FrostMage: |
3 |
3* |
* Increases by 1 for every 20% mountains (buildings inclusive), maximum +3. |
825p, 80r |
| Ice Elemental: |
4* |
2 |
* Increases by .6 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. |
1100p, 0r |
| Orc
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Savage: |
4 |
0 |
- |
325p, 0r |
| Guard: |
0 |
3 |
- |
300p, 25r |
| Voodoo Magi: |
0 |
3* |
* Defensive power is increased 1 for every 600 prestige, maximum +2. |
800p, 0r |
| Bone Breaker: |
7* |
2 |
* Offensive power is reduced by 1 for every 10% guard towers of defender, maximum -2. |
1050p, 105r |
| Nomad
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Fighter: |
3 |
0 |
- |
275p, 25r |
| Crossbowman: |
0 |
3 |
- |
275p, 10r |
| Blademaster: |
2 |
6 |
25% fewer casualties |
1000p, 100r |
| Valkyrie: |
6 |
3 |
Returns 3 hours faster from battle |
1300p, 100r |
| The Nox
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| Unit
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Offensive Strength
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Defensive Strength
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Special Ability
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Cost
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| Imp: |
3 |
0 |
- |
300p, 0r |
| Fiend: |
0 |
3 |
- |
325p, 25r |
| Nightshade: |
0 |
2* |
* Increases by 1 for every 10% CONSTRUCTED swamp buildings, maximum +4. |
800p, 100r |
| Lich: |
4* |
2 |
Against Evil races, Lich is 4/2 and only dies (as normal units) on losses when attacking. Against Good races, Lich is 5/2 and suffers 50% fewer casualties. |
1100p, 0r |
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| More Details |
| A) Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages. |
| B) Spirit Warriors are NOT considered to be 'undead' units. Thus they are not affected by anything that would normally affect UNDEAD/SPIRIT units. However, attacks that fail by at least 20% will cause these units to die. |
| C) Never Dies is a loose term. There are several ways in which undead/spirit units may be killed, including by Humans (and Nomads) using the Crusade spell, Goblin Shamans and Dwarven clerics. Also, attacking an enemy force and losing by at least 20% power will cause these units to die. |
| D) As an example, if you have 100 Beasts at home, and 50 Overlords at home, 50 of your beasts are 0/5, while the other 50 are 0/3. If you had 100 Beasts at home, and 200 Overlords at home, all 100 Beasts would be just 0/5. |
| E) As an example, if you have 100 Overlords attacking, and 50 Grunts attacking, 50 of your Overlords are 5/2, while the other 50 are 3/2. If you had 100 Overlords attacking, and 200 Grunts attacking, all 100 Overlords would be just 5/2. |
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