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Humans Buildings- Town Center- The starting structure that is responsible for construction of other buildings. If you lose this structure, you lose all. Health-3000 Cost-3000 Amount Allowed- 10 Fortress- An upgrade of the original Town Center allowing for more advanced units to come into play. Cost- 1500 Health Increase- 500 New Advanced Units* Gold Mine- In order to increase funds and make more gold, the mine will be essential in bringing more in each day. Cost- 800 gold increase- 100 Farm- Your people need places to live and eat, without enough farms, your armies shall stay small. Cost- 300 Amount Allowed- 5 Barracks- Produces all your basic soldiers to be trained and ready for battle. Cost- 1000 Blacksmith- an army with strong weapons and durable armor is helpful indeed, the blacksmith can provide this. Cost- 1100 Training Grounds- a very good building which provides new tactics for you army to use, skills shall be found anew. Cost- 1400 Prison- Let those who fought you become your allies, 1/3 to 1/4th of the forces you face shall be converted to your side in 3 days, useful in dungeons. Cost- 1300 Mage Tower- Casters who summon magical powers shall be a good addition to any army, let the magic burst forth upon your foes. Cost- 1200 Altar of Heroes- Great heroes are said to emerge from this atlar, let their greatness be known, providing auras to your armies. Cost- 900 Aviary- Beasts of flight shall aid you, cannot be marked by those who only carry melee weaponry. Let forth the Hawk and Dragon to tangle with foes. Cost-1400 Crossbow Tower- protect your cities with the tower, although it can never move it can be quite effective. Cost- 800 Health- 600 Damage- 50 Acc- 90 speed- 1 Stone Wall- The stone wall provides protection for your city, offering good defense, including the allowance of 4 ranged units that can be perched upon the walls. Cost- 300 Health- 300 Steel Gate- Only one can be built, but more effective then a wall. The last line of defense before the city itself. Cost- 500 Health- 800 Units- Footman- The standard sword fighting units, he is sure to provide good support.. Cost- 100 Health- 100 Damage- 25 Accuracy-70 Speed- 2 Knight- Of a higher order, the knight stands for the might of the human armies, riding a grand horse into battle. Cost- 200 Health- 200 Damage- 50 Accuracy- 80 Speed- 1 Archer- Standard archery man, ranged combat is the excellency here. Cost- 150 Health- 75 Damage- 75 Accuracy- 60 Speed- 3 Ranger- Trained better, stronger,faster, and more efficient, providing quicker speed and higher accuracy. Cost- 300 Health- 100 Damage- 125 Accuracy- 70 Speed- 3 Mage- The mage is popular for his powerful elemental damage spells. Cost- 300 Health- 50 Speed- 4 Succcess- 40 Wizard- Skilled in magic, brings strength and power in new bounds. Cost- 500 Health- 75 Speed- 4 Succcess- 50 Ballista- Designed to be highly accurate, however damage is lost in doing so. Cost- 400 Health- 300 Damage- 300 Accuracy- 80 Speed- 5 Trebuchet- Quite the random damage dealer and not quite accurate, rest assured it is powerful. Cost- 450 Health- 350 Damage- 300-700 Accuracy- 60 Speed- 5 Priest- A strong healing man, a uniqure human granting health and defense. Cost- 250 Health- 50 Success- 40 Speed- 4 Paladin- A mix of a warrior and a healer, a sort've hybrid who can revive fellow comrades. Cost- 400 Health- 150 Damage- 50 Speed- 3 Accuracy- 80 Success- 50 Marksman- The best shooter out there slinging sharpshooting deadly pistols, he never misses. Cost- 800 Health- 250 Damage- 200 Accuracy- 100 Speed- 2 Hawk- Birds trained for battle with grand speed and accuracy. Cost- 150 Health- 75 Damage- 25 Accuracy- 100 Speed- 1 Dragon- Dragons are fearsome beasts, often honoring the courage of humanity. Cost- 300 Health- 150 Damage- 50 Accuracy- 90 Speed Skills- Footman- shield bash: hits the foe with shield dealing 25 damage and 10 accuracy loss Defend: Next turn of damage taken is half Knight- Charge: breaks through melee lines to hit target Trample: crushes the target dealing 50 extra damage Archer- Double arrow: shoots two units at once quickness: has a 25% chance to dodge an attack for 1 round Ranger- Sharp eye: accuracy of next shot increased by 10 Evasive tactics: has a 50% chance of dodging an assault for 1 round Mage- Fireball: deals 200 damage towards an enemy Lightning: does 100-300 damage towards a target Wizard- Blizzard: blasts 5 units with 25 damage and lowers their speed by 1 for two turns Inferno: hits 4 units with 50 damage Priest- Heal: restores a unit to full health Blessed power: increases the defense of a unit by 25 for 3 rounds Paladin- Revive: revives a dead unit every three rounds (no ultimates or heroes) divine shield: negates all damage to the paladin for 1 round Marksman- On the mark: with steady aim he deals 50 more damage Rapid fire: speed increased by 2 for one round and shots hit two enemies Hawk- Tear: a furious scratching causing 25 more damage The hawk eye: provides 10 accuracy to any 5 ranged units for 1 round Dragon- Fire Breath: deals 25 more damage, can be mixed in with the wizard's inferno spell dealing 25 more damage to the 4 units Thunderous roar: with an earth shattering, ear splitting roar the dragons causes 10 units a 5% chance to miss |