|
|
| 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.
|
|
|
| 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. |
|
|
|
|
|