Home Guide Forum Archive
Overview FAQ Introduction Land Buildings & Population Improvements
Races Race by Race Military Faiths Heroes Mages & Spies
Government Achievements Realm Options The Law
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 | Coven | Shinobi | Dwarf | Elemental | Elf |
| Flameweaver | Vampire | Amazon | Frostzorb | Dark Elf | Goblin |
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 3.0 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


Coven
Name Attack Defense Return Train Casualties Mages Spies Price
Maven 3.0 1.0 12.0 9.0 100 335g
Illusionist 3.0 9.0 100 350g
Spirit Hunter 6.0 6.0 12.0 12.0 100 1,000g, 75m
Feykith 3.0 3.0 12.0 12.0 70 900g, 75m
Frost Sprite 3.0 3.0 12.0 12.0 100 900g, 75m
Wizard 9.0 0.8 0.8 1,800g
Apprentice 50g, 10m
-Feykith gain +1 offense per 15% grasslands, max +4; able to gain fraction.
-Frost Sprite gain +1 defense per 15% tundra, max +4; able to gain fraction.


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 12.0 125 0.05 360g
Crystal Assassin 5.0 2.0 10.0 12.0 100 0.1 840g
Crescent Knight 6.0 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.
-60% 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.


Dwarf
Name Attack Defense Return Train Casualties Mages Spies Price
Axe Man 3.0 12.0 12.0 100 490g
Longbeard 3.0 9.0 100 490g
Ironbreaker 5.5 5.5 12.0 12.0 100 445g, 1,450r
Berserker 11.0 12.0 12.0 100 3,850r
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.


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 390g, 30m
Rock Elemental 7.0 6.0 12.0 9.0 90 420g, 35m
Fire Elemental 9.0 7.5 12.0 9.0 85 440g, 35m
Air Elemental 9.0 0.5 0.5 900g, 10m
Wind Elemental 6.0 1.0 1.0 1,200g, 10m
Elementin 110g
-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.


Elf
Name Attack Defense Return Train Casualties Mages Spies Price
Half Elf 2.5 2.5 12.0 9.0 100 240g
Sylvan Ranger 5.5 4.0 12.0 12.0 100 1,000g, 40l
Archer of Light 4.0 5.5 12.0 12.0 100 1,000g, 20m
Woodland Ranger 9.0 9.0 10.0 12.0 50 0.1 0.1 2,750g, 250l
High Priest 12.0 1.0 1.0 2,200g, 75m
Shadow Elf 2.0 9.0 55 600g, 150l
Serf 80g, 50l
-Up to 60% of Sylvan Ranger 'normal casualties' on successful attacks, or defenses are automatically retrained into Woodland Rangers. This process takes 12 hours.
-Up to 50% of Archer of Light 'normal casualties' on successful attacks, or defenses are automatically retrained into Woodland Rangers. This process takes 12 hours.
-Sylvan Rangers and Archers of Light are only retrained in non bottomfeeding attacks.
-Each Shadow Elf creates 10 investment points per hour which are divided and invested among all available improvement fields in the kingdom improvements.
-The term 'normal casualties' refers to the casualties on a normal attack. That means that there is no extra gain from conquest attacks.


Flameweaver
Name Attack Defense Return Train Casualties Mages Spies Price
Flame Invoker 3.0 1.0 12.0 9.0 100 435g
Flame Acolyte 3.0 9.0 100 300g
Phoenix 6.0 2.0 12.0 12.0 150 1,300g, 25dm
Magmasur 4.0 8.0 12.0 12.0 100 1,350g, 150r
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.


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 11.0 12.0 75 865g
Vampire Lord 6.0 4.0 10.0 12.0 65 1,450g
Lich 4.0 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.
-By drawing power from the night time, a Vampire Lord's strength wanes and waxes with the time of day.
- During night time Vampire Lords gain 2 offense and 2 defense.


Amazon
Name Attack Defense Return Train Casualties Mages Spies Price
Swordswoman 3.0 12.0 9.0 100 400g, 10r
Shield Maiden 3.0 9.0 100 400g, 30r
Huntress 7.0 10.0 12.0 100 1,200g, 25l
Fanatic 7.0 12.0 100 1,300g, 35r
Heroine 6.0 6.0 11.0 12.0 100 500r, 100dm
Witch 0.5 12.0 500 0.15 140g
Femme Fatale 0.5 12.0 500 0.15 140g
-Swordswomen are trained directly from peasants.
-Shield Maidens are trained directly from peasants.
-All Amazon units on attack captures slaves.
-Witches train at the same pace and restriction as workers and produce the same amount of gold per hour.


Frostzorb
Name Attack Defense Return Train Casualties Mages Spies Price
Snow Bear 4.0 12.0 9.0 100 450g
Chill Beast 4.0 9.0 100 450g
Ice Hunter 3.0 7.0 12.0 12.0 100 900g, 30dm
Frost Giant 10.0 3.0 12.0 12.0 100 1,250g, 250r, 45dm
Frozen Shadow 9.0 1.0 1.0 2,000g
Gem Splitter 9.0 7,500g, 1ru
Zorb 60g
-Casualties for Frost Giant on attack is reduced with 0.4*%tundra.
-Every Gem Splitter produce 15 diamonds each hour.


Dark Elf
Name Attack Defense Return Train Casualties Mages Spies Price
Warrior 3.5 1.0 12.0 9.0 100 500g
Sentry 1.0 3.5 12.0 9.0 100 460g
Shadow Ranger 10.0 12.0 9.0 70
Ghost Sentinel 10.0 9.0 70
Warlock 9.0 1.0 1.0 2,500g
Shadow Elf 1.5 12.0 50 450g
Underling 95g
-Shadow Ranger and Ghost Sentinel are untrainable.
-20% sacrificed Warriors will be retrained as Ghost Sentinels. Deaths in battle will also be converted, if the target is bigger than 67% of your size, at a max rate of 35% depending on the size of attacking target.
-20% sacrificed Sentries will be retrained as Shadow Rangers. Deaths in battle will also be converted, if the target is bigger than 67% of your size, at a max rate of 20% depending on the size of the attacking target.
-Each Shadow Elf creates 10 investment points per hour which are divided and invested among all available improvement fields in the kingdom improvements.


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 540r
Techie 3.0 4.0 12.0 12.0 100 1,200g, 150r
Alchemist 7.0 2.0 13.0 12.0 100 1,400g, 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





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 900 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
+10% casualties
Spy black ops losses cut in half.
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.
Your generals refuses to leave your kingdom undefended. You will need at least 3.5 * land to be safe.
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 125% 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.