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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
Dwarf Berserker


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.