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 Towe
r-  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 Heroe
s- 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