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Latest revision as of 20:49, 7 December 2023
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Swordsmen & Crusaders
Well armed and armored, swordsmen
and crusaders are better all-around
foot soldiers than their pikemen
companions. Crusaders deliver two
blows per attack.
Structure Requirements
Monks & Zealots
Monks and zealots train themselves to
control and project their personal
energistic forces, which they deliver as
ranged blasts. While monks suffer the
normal penalty for ranged unit hand-to-hand attack damage (50%), the
better trained zealots do not.
Structure Requirements
Cavaliers & Champions
The horse-mounted cavalier and
champion deal extra impact damage
(+ 5% per hex traveled to creature
attacked) when charging into battle.
Structure Requirements
Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Swordsman
300 Gold
10
12
35
6-9
None
Ground
Slow (5 hexes/turn)
Crusader
400 Gold
12
12
35
7-10
None
Ground
Swift (6 hexes/turn)
Structure
Cost
Requirements
Creatures/Week
Barracks
2000 Gold + 5 Ore
Guardhouse, Blacksmith
4 Swordsmen
Upgraded Barracks
2000 Gold + 5 Ore + 5 Crystal
Barracks
4 Crusaders
Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Monk
400 Gold
12
7
30
10-12
12
Ground
Slow (5 hexes/turn)
Zealot
450 Gold
12
10
30
10-12
24
Ground
Extra Swift (7 hexes/turn)
Structure
Cost
Monastery
3000 Gold + 5 Wood + 5 Ore + 2
Crystal + 2 Gem + 2 Mercury + 2 Sulfur
Requirements Mage Guild Level I, Barracks
Creatures/Week 3 Monks
Upgraded Monastery
1000 Gold + 2 Wood + 2 Ore + 2
Crystal + 2 Gem + 2 Mercury + 2 Sulfur
Monastery
3 Zealots
Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Cavalier
1000 Gold
15
15
100
15-25
None
Ground
Extra Swift (7 hexes/turn)
Champion
1200 Gold
16
16
100
20-25
None
Ground
Ultra Swift (9 hexes/turn)
Structure
Cost
Requirements
Creatures/Week
Training Grounds
5000 Gold + 20 Wood
Stables
2 Cavaliers
Upgraded Training Grounds
3000 Gold + 10 Wood
Training Grounds
2 Champions