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Buildings[edit]

Building Requirements Effects
Palace 100 gold, 100 stone Town hall. Constructs Peasants, and has upgrades for pikemen.
  • Upgrade to level 2: 300 gold, 100 stone
  • Level 3: 500 gold, 100 stone
  • Palace Guard: 150 gold, 150 metal. +4 combat to pikemen
Barracks 100 gold, 100 stone
  • Produces Squires & Pikemen
Smithy 100 gold, 100 stone Builds Catapults & allows armor/weapon advancement
Stables 150 gold, 150 stone, Palace (2) Mercenaries & Knights
Fletcher 100 gold, Palace (2) Allows Squires
  • Fletcher (300 gold): +5 damage for arrows
  • Bowyer (200 gold): +2 range for arrows
  • Flaming arrows (800 gold, 1000 crystal): Arrows do fire+piercing damage, and can ignite enemies
Market 200 gold, 50 stone, Palace (2)
  • Income (120 gold, 120 metal, 120 stone, 120 crystal): +1 income from all mines
  • Trade (500 gold, 500 metal, 500 stone, 500 crystal): Enabled trading resources (50%)
Eyrie Palace (3) Produces fliers
Cathedral Palace (3) Allows advancements for knights
Library Palace (4) Builds mages, allows catapults and spell advancement

Units[edit]

Unit Requirement Stats Notes
Peasant 20 gold, 0.25 army points The basic builder unit, can construct buildings and towers.
Pikemen 40 metal
  • Combat 7
  • Hits: 40
  • Speed: 9
  • Damage: 10 P
  • View: 10
  • Armor: 2
Basic melee unit. Upgrades via Smithy and Palace.
Squire 60 gold, Fletcher
  • Combat: 4
  • Hits: 32
  • Speed: 12
  • Damage: 9 P (triple vs. Cavelry)
  • Range: 6
  • View: 10
  • Armor: 1, 2 vs fire and magic.
Basic ranged unit. Upgrades via Fletcher
Mercenary 100 gold, 2 army pts
  • Combat: 9
  • Hits: 120
  • Speed: 17
  • Damage: 20 S
  • Armor: 2
Basic cavalry unit.
Knight 150 gold, 150 Metal, 2 army pts
  • Combat: 11
  • Hits: 150
  • Speed: 14
  • Damage: 30 S
  • Armor: 3, 4 vs. slashing, 2 vs magic
Knight Lord 300 gold, 300 Metal, 2 army pts
  • Combat: 16
  • Hits: 220
  • Speed: 15
  • Damage: 40
  • Armor: 4, 3 vs. fire, 2 vs. magic
Each knight lord adds +1 to hero's morale skill
Black Mage 200 Gold, 200 Crystal, 1 army pts
  • Combat: 10
  • Hits: 120
  • Speed: 8
  • Damage: 40 M
  • Armor: 1, 4 vs. magic
Converts buildings. Cases Hand of Ice, and Drain Mana. +5 mana for each enemy killed.
Red Mage 100 Gold, 100 Crystal, 1 army pts
  • Combat: 10
  • Hits: 100
  • Speed: 9
  • Damage: 35 F
  • Armor: 1, 5 vs. fire, 4 vs. magic
Converts buildings. Casts Ring of Fire, and resist fire.
White Mage 200 Crystal, 1 army pts
  • Combat: 10
  • Hits: 100
  • Speed: 8
  • Damage: 25 M
  • Armor: 2, 4 vs. magic
Converts buildings. Cast Cure, and Heal Group.
Catapult 120 Gold, 60 Stone
  • Combat: 10
  • Hits: 50
  • Speed: 3
  • Damage: 60 C
  • Armor: 3, 2 vs. crushing, 1 vs. magic, 0 vs. fire
Causes splash damage. Can pick up cows.
Sirian 1200 Gold, 1200 Metal, 1200 Stone, 1200 Crystal
  • Combat: 35
  • Hits: 850
  • Speed: 15
  • Damage: 140 F
  • Armor: 6, 7 vs. Slashing and crushing
Titan. Causes terror, splash damage. Ignores armor. Explodes on death.

Humans can build units from the Erye:

Unit Requirement Stats Notes
Eagle 45 Gold
  • Combat: 6
  • Hits: 30
  • Speed: 11
  • Damage: 10 S
  • Armor: 1, 0 vs. piercing
Pegasus 100 Gold, 100 Crystal
  • Combat: 9
  • Hits: 110
  • Speed: 16
  • Damage: 30 C
  • Armor: 2
Dragon 1000 Gold, 1000 Crystal
  • Combat: 20
  • Hits: 400
  • Speed: 14
  • Damage: 50 F
  • Armor: 4, 3 vs. piercing
Causes terror, and splash damage.