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| Military |
Welcome to the military guide. Here you will find information about the various
military units each race has. All statistics are in raw format.
Attack and Defense is the raw offensive and defensive power. Return
describes the return time from battles in hours, Train the training time in hours, please note
that training time for the worker unit (the 7:th and last military unit) is one hour,
if max workers are trained more workers are enqueued at other hours. This means that
it will take some time to train workers so start training quite some time before
you need the workers for troop training. Casualties
is the casualties on defense/attack in terms of normal losses. 100 = 100% means
standard losses, a lower number reduced casualties and a higher number increased
casualties. The normal losses could be reduced by bonuses and some buildings but the total
reduction can never be more than 80%.
Mages and Spies tells you how many spies or mages this unit is worth.
A mage is typically worth one mage. Price is the base cost for this unit.
Minimum defense a kingdom can have is 2x that kingdoms land (plus bonuses). Also
please note that your generals don't allow you to send out more than half your
defense the same hour, nor do they allow you to attack the same kingdom twice in
the same hour (only apply to successful attacks).
| Human
| Dwarf
| Sylvan
| Elemental
| Shinobi
| Gryphon
|
| Goblin
| Undead
| Orc
| Dark Dwarf
| Ilith
| FlameWeaver
|
| Human |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Footman |
3.0 |
|
12.0 |
9.0 |
100 |
|
|
345g |
| Pikeman |
|
3.0 |
|
9.0 |
100 |
|
|
320g |
| Longbowman |
3.0 |
6.7 |
12.0 |
12.0 |
100 |
|
|
1,000g, 140l |
| Knight |
7.0 |
4.0 |
10.0 |
12.0 |
100 |
|
|
1,100g, 250r |
| Battle Mage |
5.0 |
|
12.0 |
9.0 |
100 |
1.0 |
|
1,300g, 150r, 50m |
| Agent |
|
|
|
9.0 |
|
|
1.0 |
1,000g |
| Worker |
|
|
|
|
|
|
|
100g |
|
| Dwarf |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Axe Man |
3.0 |
|
12.0 |
12.0 |
100 |
|
|
475g |
| Longbeard |
|
3.0 |
|
9.0 |
80 |
|
|
475g |
| Ironbreaker |
5.5 |
5.5 |
12.0 |
12.0 |
90 |
|
|
430g, 1,400r |
| Berserker |
11.0 |
|
12.0 |
12.0 |
100 |
|
|
3,750r |
| Sage |
|
|
|
9.0 |
|
0.75 |
|
800g |
| Gemfilcher |
|
|
|
9.0 |
|
|
0.75 |
800g |
| Miner |
|
|
|
|
|
|
|
60g, 60r |
| - | Longbeards are trained directly from peasants. |
| - | Axe Men are trained directly from peasants. |
| - | Berserkers gain +1 offense against all kingdoms that successfully attacked the realm in the last 47 hours. |
| - | Each miner produce 6.5 iron ore per hour and no gold. |
|
| Sylvan |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Weedling |
3.0 |
|
12.0 |
9.0 |
100 |
|
|
350g |
| Creeping Vine |
|
4.0 |
|
9.0 |
100 |
|
|
550g |
| Oak Guardian |
|
10.0 |
|
12.0 |
100 |
|
|
1,350g, 1,000l |
| Young Sapling |
7.0 |
2.0 |
12.0 |
12.0 |
75 |
|
|
925g, 650l |
| Woodland Nymph |
|
|
|
12.0 |
100 |
0.75 |
1.25 |
1,500g, 150l |
| Oak Dryad |
|
4.0 |
|
12.0 |
20 |
|
|
1,600g |
| Worker |
|
|
|
|
|
|
|
120g |
| - | Woodland Nymph and Oak Dryad train directly from peasants |
| - | For every one Oak Dryad, if you have one barren forest to match the Oak Dryad, they create 200 lumber |
| - | Drawing power from sunlight, Young Saplings gain 1 attack during day time |
|
| Elemental |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Water Elemental |
3.0 |
3.0 |
12.0 |
9.0 |
100 |
|
|
380g, 12m |
| Earth Elemental |
5.0 |
4.5 |
12.0 |
9.0 |
95 |
|
|
395g, 25m |
| Rock Elemental |
7.0 |
6.0 |
12.0 |
9.0 |
90 |
|
|
410g, 35m |
| Fire Elemental |
9.0 |
7.5 |
12.0 |
9.0 |
85 |
|
|
435g, 40m |
| Air Elemental |
|
|
|
9.0 |
|
0.5 |
0.5 |
900g, 10m |
| Wind Elemental |
|
|
|
6.0 |
|
1.0 |
1.0 |
1,300g, 10m |
| Elementin |
|
|
|
|
|
|
|
120g |
| - | Earth Elemental requires 1 Water Elemental but no Elementin. |
| - | Rock Elemental requires 1 Earth Elemental but no Elementin. |
| - | Fire Elemental requires 1 Rock Elemental but no Elementin. |
| - | Wind Elemental requires 1 Air Elemental but no Elementin. |
| - | All elementals in training except Water Elementals contributes to defense by the value of the unit they are trained from. |
|
| Shinobi |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Rokkaku Adept |
4.0 |
1.0 |
10.0 |
9.0 |
100 |
|
0.05 |
550g |
| Ronin |
2.0 |
3.0 |
12.0 |
12.0 |
100 |
|
0.05 |
380g |
| Crystal Assassin |
5.0 |
2.0 |
10.0 |
12.0 |
100 |
|
0.1 |
875g |
| Crescent Knight |
7.0 |
7.0 |
12.0 |
12.0 |
90 |
|
0.1 |
1,425g |
| Shadowsylph |
|
3.0 |
|
|
60 |
|
|
|
| Arcane Flutist |
|
|
|
9.0 |
|
0.8 |
|
1,000g |
| Trainee |
|
|
|
|
|
|
|
100g |
| - | Max 80% of Crystal Assassins 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs. |
| - | Max 50% of Crescent Knights 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs. |
| - | Shadowsylphs are not trainable and do not require food or housing space. |
|
| Gryphon |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Light Feather |
4.0 |
3.0 |
10.0 |
9.0 |
100 |
|
|
500g |
| Iron Talon |
8.0 |
4.0 |
10.0 |
12.0 |
100 |
|
|
1,350g, 150r |
| RavenHawk |
|
6.0 |
|
12.0 |
100 |
|
|
1,175g |
| Owl Sage |
|
|
|
6.0 |
|
1.0 |
1.0 |
2,000g, 150r, 25dm |
| Noble Lord |
|
10.0 |
|
12.0 |
10 |
|
|
4,000g, 1ru |
| Master Hunter |
10.0 |
|
10.0 |
12.0 |
10 |
|
|
4,000g, 1ru |
| Fledgeling |
0.5 |
|
10.0 |
|
400 |
|
|
130g |
| - | Every Noble Lord acts like a Court House |
| - | Every Master Hunter acts like a Farm. |
| - | Master Hunters hunt corpses on the battlefield and convert it to food. |
|
| Goblin |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Grunt |
4.0 |
|
12.0 |
9.0 |
160 |
|
|
610g |
| Conscript |
2.0 |
2.0 |
12.0 |
9.0 |
100 |
|
|
510r |
| Techie |
3.0 |
4.0 |
12.0 |
12.0 |
100 |
|
|
1,200g, 150r |
| Alchemist |
7.0 |
2.0 |
13.0 |
12.0 |
100 |
|
|
1,350g, 450r |
| Soothsayer |
|
|
|
9.0 |
|
1.0 |
|
800m |
| Scout |
|
|
|
9.0 |
|
|
1.2 |
1,500g |
| Peon |
|
|
|
|
|
|
|
160g |
| - | Grunts are trained directly from peasants. |
| - | Conscripts are trained directly from peasants. |
| - | Goblin Techies gain +1 defense for every 25% buildings on Mountains and Tundras (The increase is floating. For example, it can be 0.02 for each 0.5%, Buildings in construction are counted.) |
| - | Goblin Alchemists gain +1 offense for attacking 75%-90%, and +2 offense for attacking 90+% land size. |
| - | Peon in addition to gold produce 0.25r/hour |
|
| Undead |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Zombie |
2.7 |
1.0 |
12.0 |
9.0 |
|
|
|
380g |
| Skeleton |
1.0 |
2.7 |
12.0 |
9.0 |
|
|
|
350g, 20r |
| Wraith |
1.0 |
4.5 |
12.0 |
12.0 |
|
|
|
900g |
| Vampire |
4.0 |
2.0 |
12.0 |
12.0 |
20 |
|
|
875g |
| Necromancer |
5.5 |
2.0 |
12.0 |
12.0 |
100 |
0.75 |
|
1,800g, 100m |
| Shadow |
|
|
|
9.0 |
|
|
1.0 |
1,000g |
| Drone |
|
|
|
|
|
|
|
100g |
| - | Vampires turns up to 70% of the enemys casualties from the battlefield into skeletons and zombies. |
| - | When a Necromancer dies, the Necromancer turns into a Wraith. Conquest attacks give reduced conversions. |
| - | No converts or turning into Wraiths on failed attacks or when hitting below 67% of the size of your kingdom. |
| - | Necromancers are trained directly from peasants. |
| - | All units get normal losses (100%) on conquest attacks. |
|
| Orc |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Thug |
3.0 |
|
12.0 |
9.0 |
100 |
|
|
365g, 15r |
| Lackey |
|
3.0 |
|
9.0 |
100 |
|
|
355g, 30r |
| Bloodblade |
6.5 |
6.5 |
12.0 |
12.0 |
100 |
|
|
1,220g, 150r |
| Half-Breed |
4.0 |
7.5 |
12.0 |
12.0 |
100 |
|
|
1,480g, 150l |
| Shaman |
2.5 |
|
12.0 |
12.0 |
150 |
0.75 |
|
1,000g, 40m |
| Villain |
|
2.0 |
|
12.0 |
150 |
|
0.75 |
1,100g |
| Chamber Servant |
|
|
|
|
|
|
|
100g |
|
| Dark Dwarf |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Berserker |
3.0 |
|
10.0 |
9.0 |
100 |
|
|
350g, 20r |
| Defender |
|
3.0 |
|
9.0 |
100 |
|
|
350g, 20r |
| Spider Rider |
4.0 |
4.0 |
9.0 |
12.0 |
100 |
|
|
1,000g, 75r |
| Gray Raider |
8.0 |
2.0 |
12.0 |
12.0 |
100 |
|
|
1,250g, 150r |
| Spider |
0.1 |
|
9.0 |
|
100 |
|
|
|
| Gray Servant |
|
|
|
9.0 |
|
0.8 |
1.2 |
1,400g |
| Laborer |
|
|
|
|
|
|
|
110g |
| - | Each Spider rider will have +2 offense and +2 defense for each matching spider sent on attack or at home. |
| - | Gray Raiders enslaves some of the enemy peasants on successful attacks. |
|
| Ilith |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| MindTrull |
3.0 |
|
12.0 |
9.0 |
130 |
|
|
300g, 10r |
| WillBender |
|
3.0 |
|
9.0 |
100 |
|
|
360g, 10m |
| ThoughtEater |
8.0 |
|
12.0 |
12.0 |
130 |
|
|
1,150g, 100m |
| NeuronBlaster |
6.0 |
7.0 |
12.0 |
12.0 |
100 |
|
|
1,325g, 50m |
| NeuroImager |
|
|
|
9.0 |
|
1.0 |
|
1,000g |
| NeuroAgent |
|
|
|
9.0 |
|
|
1.0 |
1,000g |
| Moroni |
|
|
|
|
|
|
|
100g |
| - | ThoughtEaters destroys enemy kingdom improvements and add them to the attacking Ilith's kingdom. 30 improvement points per attacking ThoughtEater is reallocated. Max 5% of the improvement points can be taken on one single attack. Thoughteaters only destroys enemy improvements when successfully attacking between 67% and 150% of your own land size. |
|
| FlameWeaver |
| Name |
Attack |
Defense |
Return |
Train |
Casualties |
Mages |
Spies |
Price |
| Flame Invoker |
3.0 |
|
12.0 |
9.0 |
100 |
|
|
450g |
| Flame Acolyte |
|
3.0 |
|
9.0 |
100 |
|
|
310g |
| Phoenix |
6.0 |
3.0 |
12.0 |
12.0 |
150 |
|
|
1,350g, 20dm |
| Magmasur |
4.0 |
8.0 |
12.0 |
12.0 |
100 |
|
|
1,450g, 100r |
| Master Blaster |
|
|
|
9.0 |
|
1.0 |
|
1,100g |
| Operative |
|
|
|
9.0 |
|
|
1.0 |
1,000g |
| Nerdo |
|
|
|
|
|
|
|
100g |
| - | Flame Invokers are trained directly from peasants. |
| - | Phoenix killed in battle will be reborn from their ashes in 6 hours. 1.5 times normal Casualties. Because of their Restoration ability Phoenix tend to be reckless in battle. Phoenixes won't be reborn when hitting below 67% or above 150%. |
| - | Some Phoenixes are not reborn when conquesting. |
| - | MasterBlasters have an easier time to cast flame spells against enemies than normal mages. They also have reduced prices on flame spells. |
| - | Each Phoenix will have +1 offense for each matching Flame Invoker sent on attack. |
|
| Attack Types |
| Attack Type |
Description |
| Normal |
Normal attack, normal casualties, normal land gain. The losses are around 5-10% of your troops you attack with, you might experience higher losses when razing someone you are at war with. The gains are around 10% for targets around 100% to 115% of your size and is somewhat smaller for larger and smaller kingdoms. It takes 12 hours for land to be incorporated in your kingdom after victory. A warning though, attacking very small kingdoms will result in no gains at all. |
| Conquest |
1000 acres are needed to unlock this attack type. Same as normal attack, but you suffer 3 times more losses and you gain 1.5 times more land than you would have done on a normal attack. Takes 15 hours for land to be incorporated in your kingdom after victory. Immortal units or units with reduced casualties might die when using conquest. A warning though, attacking very small kingdoms will result in no gains at all and an increase in your corruption level. Conquest is only possible against kingdoms between 70% and 142% of your own size. |
| Raid |
1000 acres are needed to unlock this attack type. A little bit lower land gains than normal. Your troops raid the target kingdom and bring home some of his resources. Takes 12 hours for land to be incorporated in your kingdom after victory. Raid is only possible against kingdoms between 70% and 142% of your own size. |
| War! |
Before you and your realm can declare war on someone you must declare hostile
relations to that realm. You cannot declare a hostile relation if your realm got a new kingdom the last 24 hours.
Declaring hostile relations is done on the government page.
When hostile relations is declared each realm member can vote yes for
war. If more than 50%, or more than 4, of the realm members vote yes war is automatically
declared on the realm you have hostile relations with. A war will last for
36 hours. A realm can only declare war on one realm at the same time, and
max two other realms can declare war on another realm. That means that one
realm can be involved in no more than three wars at any given time.
+10% attack power
+20% land gains
|
|
|
| Calculating Attacks |
|
There is an ingame offense calculator that can be helpful when calculating
your offense against specific kingdoms. Your targets defenses have to
be calculated manually. There is no integrated target defense calculator.
However there exists some external programs that can help you with this,
have a look at the links section (at the main page, where you login).
|
| Attacking Restrictions |
| Type |
Description |
| Bottom feeding |
That is when the attacked kingdom have less than 67% of the attacking kingdoms size. All bottomfeeding will result in some acres burnt and increased casualties. The amount of burnt acres and the increase in casualties are dependant on the level of bottomfeeding. |
| Normal |
Your generals refuses to send out more offense than 150% of the defense left at home in one single attack.
|
| Conquest |
Conquest is only possible against kingdoms between 70% and 142% of your own size.
Conquest is only possible if the offense sent is no larger than 150% of the defense left at home.
Conquest attacks are unavailable for the first 96 hours of each round.
Conquest is enabled when you have at least 1000 acres of land |
| Raid |
Raid is only possible against kingdoms between 70% and 142% of your own size.
Raid is only possible if the offense sent is no larger than 150% of the defense left at home.
Raid attacks are also unavailable for the first 96 hours of each round.
Raid is enabled when you have at least 1000 acres of land |
| Timing |
An attacking kingdom cannot attack the same kingdom more than 1 time each hour. Also attacking a kingdom that your realm already attacked several times recently will result in 100% acres burnt. |
| Realm |
All attacks within the same realm will result in 100% burnt acres. That is the attacked kingdom will lose land but the attacker will not gain any land. |
| Defense |
You cannot send out more than half of your defense the same hour. |
|
|
|
|
|