Units | Medieval Dominion -->

Humanoid Units

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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: 600

Damage: 40

Damage Type: Piercing

Armor Type: Medium

Population Cost: 8

Food Cost: 5

Range: 25 meters

Ability: Pavis: Place this on the ground to block incoming ranged attacks. Lasts 30 seconds.

Counters: Maceman. Does 10 bonus damage versus this target.

Requirements: Archery Range

With what mingled joy

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

Mechanical Units

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

Summoned Units

Damage: 14

Health: 500

Armor Type: Heavy

Damage Type: Crushing

Passive Ability: Chill: Applies a 10% slow when damaging a target for 1 second.

Passive Ability: Every 6th consecutive hit applies a 1 second root to the target.

With what mingled joy

Damage: 25

Health: 2500

Armor Type: Heavy

Damage Type: Crushing

Ability: Dragon's Breath: does 50 damage in a cone to all units up to 8 meters out from the front of the dragon.

Passive Ability: Cleave: Does damage to all units in front of the dragon.

With what mingled joy