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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 2.5x that kingdoms land (plus bonuses).
Your generals will not allow you to attack the same kingdom twice in the same hour (only apply to successful attacks).

| Human | Tollspry | Gryphon | Sylvan | Shinobi | Barbarian |
| Animator | Vampire | Elemental | Troll | Minotaur | Dark Dwarf |
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 7.0 12.0 12.0 100 1,050g, 150l
Knight 7.0 4.0 10.0 12.0 100 1,125g, 250r
Battle Mage 5.0 1.0 12.0 9.0 100 1.0 1,250g, 150r, 50m
Agent 9.0 1.0 1,000g
Worker 100g


Tollspry
Name Attack Defense Return Train Casualties Mages Spies Price
Harmonizers 2.0 1.0 10.0 9.0 120 230g
Sweet Melody 1.5 4.0 10.0 3.0 95 10g
Timber Singer 6.0 4.0 12.0 3.0 90 10g
Echoing Bell 8.0 12.0 3.0 85 10g
Emitter 7.0 7.0 14.0 6.0 80 10g
Grave Knoll 3.0 0.75 0.75 1,700dm
Chime 110g
-Sweet Melody, Timber Singer, Echoing Bell and Emitters cannot be directly trained.
-100 sacrificed Harmonizers mature into 48 Sweet Melody and 1 Grave Knoll
-100 sacrificed Sweet Melodies mature into 65 Timber Singers and 2 Grave Knolls.
-100 sacrificed Timber Singers mature into 70 Echoing Bells and 4 Grave Knolls.
-100 sacrificed Echoing Bell matures into 95 Emitter and 8 Grave Knolls.
-1 sacrificed Emitter matures into 1 Grave Knoll


Gryphon
Name Attack Defense Return Train Casualties Mages Spies Price
Light Feather 4.0 3.0 10.0 9.0 125 530g
Iron Talon 8.0 4.0 10.0 12.0 100 1,335g, 150r
RavenHawk 6.0 12.0 100 1,160g
Owl Sage 6.0 1.0 1.0 2,000g, 150r, 25dm
Noble Lord 10.0 12.0 10 3,000g, 2ru
Master Hunter 10.0 10.0 12.0 10 3,000g, 2ru
Fledgeling 0.5 10.0 400 145g
-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.


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 975g, 675l
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


Shinobi
Name Attack Defense Return Train Casualties Mages Spies Price
Rokkaku Adept 4.0 1.0 10.0 9.0 100 0.05 540g
Ronin 2.0 3.0 12.0 9.0 125 0.05 360g
Crystal Assassin 5.0 2.0 10.0 12.0 100 0.1 840g
Crescent Knight 7.0 7.0 12.0 12.0 90 0.1 1,400g
Shadowsylph 3.0 25
Arcane Flutist 9.0 0.8 1,000g
Trainee 100g
-70% of Crystal Assassins 'normal casualties' on successful attacks on targets bigger than 67% of your land size or defenses are automatically reborn as Shadowsylphs.
-70% of Crescent Knights 'normal casualties' on successful attacks on targets bigger than 67% of your land size or defenses are automatically reborn as Shadowsylphs.
-Shadowsylphs are not trainable and do not require food or housing space.


Barbarian
Name Attack Defense Return Train Casualties Mages Spies Price
Legion 4.0 3.0 12.0 9.0 150 575g
Sister 8.0 12.0 110 1,400g, 225r
Sea Reaver 12.5 2.0 14.0 12.0 75 2,100g, 340r
Longship 1.0 12.0 12.0 10 6,000l
Runemaster 3.0 12.0 20 1.0 1,250g, 150m
Bard 3.0 12.0 12.0 50 1.5 1,500g, 50l
Hunter 0.5 12.0 500 100g
-Up to 50% of Legion 'normal casualties' on successful normal attacks on targets bigger than 67% of your land size, or defenses are automatically retrained into Seareavers to a maximum of Sea Reaver casualties on the battlefield.
-Longships reduce return time by (Longships x 600 / offense) hours to max 5 hours.
-Longships raid some resources on attacks above 67% of your land size. Each ship can carry max 1,000 resources of each typ


Animator
Name Attack Defense Return Train Casualties Mages Spies Price
Brute 3.0 12.0 9.0 100 580fd
Tree Guardian 3.5 12.0 9.0 100 750l
Crystal Soldier 8.0 2.0 12.0 12.0 90 215dm
Steel Guardian 4.0 8.0 12.0 12.0 90 2,300r
Ether Construct 9.0 1.0 1.0 1,300m
Collector 6.0 850g
Mold 130g
-Collectors trained directly from peasants.
-Collectors employed by Warehouses collect 0.4 diamonds, 3.4 iron ore, .9 magic dust each per hour; not counted as citizens.


Vampire
Name Attack Defense Return Train Casualties Mages Spies Price
Vampire Bat 3.0 1.5 10.0 9.0 125 385g
Dhampire 3.0 6.0 10.0 12.0 75 900g
Daywalker 5.0 5.0 10.0 12.0 75 850g
Vampire Lord 8.0 4.0 10.0 12.0 65 1,500g
Lich 2.0 9.0 1.0 1,450g, 50m
Hidden Mist 9.0 1.5 1,450g, 100m
The Kissed 100g
-Vampire Bats are trained directly from peasants.
-Dhampire's are half vampires, half human, so although they can survive during the day, they tend to avoid it as much as possible.
Dhampires have 6 offense and 3 defense during the night.


Elemental
Name Attack Defense Return Train Casualties Mages Spies Price
Sloth Elemental 3.0 3.0 12.0 9.0 100 380g, 12m
Gluttony Elemental 5.0 4.5 12.0 9.0 95 390g, 30m
Envy Elemental 7.0 6.0 12.0 9.0 90 420g, 35m
Anger Elemental 9.0 7.5 12.0 9.0 85 440g, 35m
Vanity Elemental 9.0 0.5 0.5 900g, 10m
Lust Elemental 6.0 1.0 1.0 1,200g, 10m
Greed Elementals 100g
-Gluttony Elemental requires 1 Sloth Elemental but no Greed Elemental.
-Envy Elemental requires 1 Gluttony Elemental but no Greed Elemental.
-Anger Elemental requires 1 Envy Elemental but no Greed Elemental.
-Lust Elemental requires 1 Vanity Elemental but no Greed Elemental.
-All elementals in training except Sloth Elementals contributes to defense by the value of the unit they are trained from.


Troll
Name Attack Defense Return Train Casualties Mages Spies Price
Hill Troll 6.0 3.0 12.0 12.0 80 825g, 25r
Swamp Troll 4.0 5.0 12.0 12.0 80 650g, 25r
Forest Troll 10.0 10.0 12.0 12.0 80 1,800g, 250l
Mountain Troll 15.0 12.0 70 3,100g, 300r
Cave Troll 25.0 10.0 14.0 12.0 80 5,400g, 300fd
Ogre Mage 3.0 9.0 25 1.0 1,500g
Troll Whelp 0.5 12.0 500 0.15 140g


Minotaur
Name Attack Defense Return Train Casualties Mages Spies Price
Minotaur Warrior 5.0 12.0 9.0 150 600g, 100r
Minotaur Guardian 3.0 4.0 12.0 9.0 125 465g, 75r
Minotaur Veteran 8.0 2.0 12.0 12.0 100 1,250g, 250r
Stone Protector 9.0 100
Decorated Shaman 3.0 9.0 75 0.2 3,800g
Goblin Scout 9.0 0.25 1.25 1,350g
Initiate 100g
-Stone Protectors are not trained, they are summoned; however they count as citizens and eat as much as normal military units does.
-Stone Protectors are limited by 2xDecorated Shamans and they will die if there is not enough Shamans to support them.
-50 Decorated Shamans summon one Stone Protector each hour.


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 1,050g, 50r
Gray Raider 8.0 2.0 14.0 12.0 80 1,300g, 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.





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 2.5 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.


Attack Retaliation
Making a successful attack against a kingdom that has attacked your kingdom in the previous 24 hours will gain you 30% extra land.
In order to gain the extra land, the ruler hero must go out on the attack, and your ruler hero must return home before you lose land.
Being successfully attacked before your ruler hero returns home will result in 0 extra land.


Attack Exploration
Your military units will explore land while they march from the battle field. The amount of explored land is around 14% of the grabbed land from your victim.


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. Your generals will also refuse to attack a kingdoms that is less than 50%, or bigger than 200%, of your land size.
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 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 is enabled when you have at least 900 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.