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Health: 150
Damage: 2
Damage Type: Slashing
Armor Type: Unarmored
Population Cost: 1
Food Cost: 1
Description: Builds, collects resources and can carry items.
Health: 250
Damage: 6
Damage Type: Piercing
Armor Type: Light
Population Cost: 4
Food Cost: 1
Ability: Sneak: After 3 the scout has been stationary for three seconds they can begin to sneak and can only be detected if a unit is close to them.
Passive Ability: Hamstring: When the scout does damage it decreases the speed of the enemy unit by 20% for 1 second
Counters: Cleric and Wizard. Does 6 bonus damage versus these targets.
Requirements: Unlocked by default at the barracks.
Health: 400
Damage: 16
Damage Type: Piercing
Armor Type: Heavy
Population Cost: 6
Food Cost: 3
Ability: Phalanx: This locks the pikeman in place and doubles the damage they do.
Counters: Knights and Paladins. Does 35 bonus damage versus these targets.
Requirements: Unlocked by default at the barracks.
Health: 650
Damage: 12
Damage Type: Slashing
Armor Type: Heavy
Population Cost: 6
Food Cost: 3
Ability: Shield Wall: This locks the pikeman in place and doubles the damage they do. Reduces damage from incoming ranged attacks by 30%. Reduces all damage taken by 10%. Reduces movement speed by 50%. +2% fatigue with each use.
Counters: Scouts. Does 12 bonus damage versus this target.
Requirements: Blacksmith
Health: 575
Damage: 14
Damage Type: Crushing
Armor Type: Heavy
Population Cost: 6
Food Cost: 3
Passive Ability: Crushing Blow: has a 3% chance on hit to double damage.
Counters: Footman and Pikeman. Does 12 bonus damage versus these targets.
Requirements: Blacksmith
Health: 900
Damage: 21
Damage Type: Crushing
Armor Type: Heavy
Population Cost: 10
Food Cost: 3
Passive Ability: Last Stand: At 0 hit points, death is delayed for 5 seconds, damage is increased by 10 and attack speed is increased by 25% for the duration, if he does not receive a heal in that time he dies after 5 seconds.
Ability: Bandage: heals 400 health over 5 second - cannot move while using or it will cancel. Cannot be used with last stand. +2% fatigue with each use. 5 minute cooldown.
Ability: Slam: Does 50 damage to all enemy units within a 10 meter range. 60 second cooldown. +5% fatigue each use. Cannot use >80% fatigue.
Counters: Footman and Maceman. Does 7 bonus damage versus these targets.
Requirements: Blacksmith and Cathedral
Health: 1200
Damage: 20
Damage Type: Slashing
Armor Type: Heavy
Population Cost: 14
Food Cost: 10
Passive Ability: Charge: After 3 seconds of continuous movement the knight pulls out his Lance and the next collision with a unit or player does 40 additional damage.
Counters: Archer and Ranger. Does 10 bonus damage versus these targets.
Requirements: Blacksmith and Stables
Health: 1500
Damage: 25
Damage Type: Slashing
Armor Type: Heavy
Population Cost: 16
Food Cost: 10
Passive Ability: Charge: After 3 seconds of continuous movement the paladin pulls out his Lance and the next collision with a unit or player does 40 additional damage.
Ability: Lay on Hands: Heals target to 100%. +10% fatigue to paladin. Can be used once every 10 minutes.
Counters: Archer and Ranger. Does 10 bonus damage versus these targets.
Requirements: Blacksmith, Cathedral and Stables
Health: 500
Damage: 16
Damage Type: Piercing
Armor Type: Medium
Population Cost: 6
Food Cost: 4
Range: 45 meters
Ability: Volley: does the unit’s damage to all units one time within that area (10 meter diameter). 2 second delay. 10 second cooldown. +2% fatigue with each use.
Requirements: Archery Range
Health: 700
Damage: 20
Damage Type: Piercing
Armor Type: Medium
Population Cost: 8
Food Cost: 6
Range: 55 meters
Ability: Volley: does the unit’s damage to all units one time within that area (10 meter diameter). 2 second delay. 10 second cooldown. +2% fatigue with each use.
Requirements: Archery Range
Health: 500
Damage: 8
Damage Type: Magic
Armor Type: Unarmored
Population Cost: 10
Food Cost: 5
Range: 25 meters
Ability: Heal: Restores 30 hitpoints to the targets. Costs 5 mana. 1.5 second cooldown. 20 meter range.
Ability: Dispel Magic: Removes magic from allied, neutral and your Kingship units. Deals 200 damage to summoned units. +2% fatigue with each use. Costs 50 mana. 20 meter range. Unlocked tier 3.
Ability: Kingdom's Honor: Increases the target's health by 100, attack damage by 5% and increases mana regeneration rate. Duration of 10 minutes. Costs 75 mana. 10 meter range. Unlocked tier 4.
Ability: Resurrect: Revives a unit that has recently fallen. +10% fatigue with each use. Costs 150 mana. 20 meter range. 10 minute cooldown. Unlocked tier 4.
Passive Ability: Holy Artifact: Only a cleric can pick up a Holy Artifact.
Requirements: Church
Health: 500
Damage: 10
Damage Type: Magic
Armor Type: Unarmored
Population Cost: 12
Food Cost: 5
Cap: Maximum of 1 at any time
Range: 25 meters
Counters: Pikeman. Does 8 bonus damage versus this target.
Ability: Hailstorm: Waves of 50 damage to units and heroes every 1.5 seconds for 6 seconds. 8 meter diameter. 30 mana. +2% fatigue with each use. 20 second cooldown.
Ability: Mana Shield: Drain 1 mana per 5 damage point taken instead of health. Costs 10 mana at activation. subtract 1 mana per 3 seconds while active. +2% fatigue with each use.
Ability: Frost Line: 15 damage to units in a line and applies a 10% slow for 4 seconds when hit. 8 meter length. costs 15 mana. 5 second cooldown. +1% fatigue with each use. Unlocked Tier 2.
Ability: Permafrost: Freezes all units within 10 meters for 5 seconds. Costs 20 mana. 90 second cooldown. +2% fatigue with each use. Unlocked tier 3.
Ability: Lightning Storm: Waves of 70 damage every 1.5 seconds for 3 seconds. 25 meter range, 8 meter diameter, 50 mana, 20 second cooldown, +3% fatigue with each use. Unlocked Tier 3.
Ability: Water Golem: 75 Mana. 10 second cooldown. +7% fatigue with each use. Unlocked Tier 4.
Ability: Ice Dragon: 200 Mana. 120 minute cooldown. +20% fatigue with each use. Can only be used while on the player’s own area of influence. Unlocked Tier 4.
Requirements: Wizard Tower
Health: 1800
Damage: 70
Damage Type: Siege
Armor Type: Mechanical
Population Cost: 20
Food Cost: 0
Range: Counterweight dependent
Requirements: Placed and built be the peasant or knighthood player. Workshop and Tier 3
Health: 2000
Maximum: 3
Armor Type: Mechanical
Population Cost: 4
Food Cost: 0
Ability: Peasant drop off location for resources. Has 20 inventory slots. Unlocks the trade window when next to an allied or neutral trading post.
Requirements: Workshop
Health: 5500
Maximum: 1
Damage: 75
Damage Type: Siege
Armor Type: Mechanical
Population Cost: 5
Food Cost: 0
Description: Can only attack gates. Is able to attack gates outside of scheduled siege times, guild wars or rivalries but at significant alignment costs.
Requirements: Workshop