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view units for Empire faction
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faction: Empire | Guild | Order
storage:
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A peasant behind armor, armed with a spear.
class: spearman
hp: 30, damage: 10, armor: 5
speed: 10
duration:
1 minutes
upkeep:
1
cost:
20
40
20
requirements:
1
1
1
Spearmen trained before being deployed, with better armor and a self improved spear.
class: spearman
hp: 30, damage: 11, armor: 7
speed: 8
duration:
1 minutes
upkeep:
1
cost:
30
30
40
requirements:
1
1
Dual sword wielding warrior who sacrifices armor for agility.
class: duelist
hp: 25, damage: 15, armor: 3
speed: 15
duration:
1 minutes
upkeep:
1
cost:
20
20
30
requirements:
1
2
Trained in the use of the sword and shield, the Swordsman is the backbone of the army.
class: swordsman
hp: 30, damage: 12, armor: 10
speed: 7
duration:
1 minutes
upkeep:
1
cost:
30
40
40
requirements:
1
1
1
Elite armored warrior trained in the use of the sword and shield.
class: swordsman
hp: 35, damage: 13, armor: 12
speed: 5
duration:
2 minutes
upkeep:
1
cost:
50
70
100
requirements:
1
1
1
1
Bowmen provide great ranged damage but lack the protection of plate armor.
class: archer
hp: 25, damage: 30, armor: 3
speed: 15
duration:
1 minutes
upkeep:
1
cost:
30
50
40
requirements:
1
1
Longer bows make for greater damage while plate armor provides greater protection.
class: archer
hp: 25, damage: 40, armor: 7
speed: 10
duration:
2 minutes
upkeep:
1
cost:
30
40
50
requirements:
1
1
1
A spearman on a horse.
class: cavalry
hp: 60, damage: 14, armor: 10
speed: 25
duration:
2 minutes
upkeep:
2
cost:
100
120
150
requirements:
1
1
1
A swordsman on a horse.
class: cavalry
hp: 60, damage: 13, armor: 12
speed: 25
duration:
2 minutes
upkeep:
2
cost:
110
140
170
requirements:
2
1
1
A knight on a horse.
class: cavalry
hp: 70, damage: 14, armor: 15
speed: 22
duration:
3 minutes
upkeep:
2
cost:
130
170
200
requirements:
1
2
1
1
Trained in the arts of sneaking and deception spies are fast and deadly.
class: duelist
hp: 25, damage: 10, armor: 3
speed: 17
duration:
1 minutes
upkeep:
1
cost:
50
20
30
requirements:
1
1
2
When there are witches to be burned or rampant bears to be guided back to the forest.
class: spearman
hp: 20, damage: 5, armor: 1
speed: 10
duration:
0.5 minutes
upkeep:
1
cost:
70
0
0
requirements:
[none]
Reformed peasant. Because crime does pay. Sometimes. Not really.
class: duelist
hp: 25, damage: 8, armor: 2
speed: 11
duration:
1 minutes
upkeep:
1
cost:
100
0
0
requirements:
[none]
Survive the road long enough and you become a bandit.
class: duelist
hp: 35, damage: 12, armor: 5
speed: 10
duration:
1 minutes
upkeep:
1
cost:
120
0
0
requirements:
[none]
A peasant with a bow. Bring the apples.
class: archer
hp: 25, damage: 15, armor: 2
speed: 14
duration:
1 minutes
upkeep:
1
cost:
100
0
0
requirements:
[none]
When you live in the woods and you're not a bandit you're a ranger.
class: archer
hp: 30, damage: 20, armor: 5
speed: 15
duration:
1 minutes
upkeep:
1
cost:
130
0
0
requirements:
[none]
They'll go there if there's something to pinch.
class: duelist
hp: 25, damage: 7, armor: 2
speed: 17
duration:
1 minutes
upkeep:
1
cost:
110
0
0
requirements:
[none]
Standing tall and proud.
class: static
hp: 150, damage: 50, armor: 10
speed: 0
duration:
10 minutes
upkeep:
5
cost:
500
1000
1000
requirements:
1
Between a rock and a hard place.
class: static
hp: 300, damage: 10, armor: 50
speed: 0
duration:
10 minutes
upkeep:
5
cost:
500
1000
1000
requirements:
1
7 ms