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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
|
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.
|