List of culture units

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See also: List of tome units
See also: List of wildlife units 1
See also: List of wildlife units 2

Below is a list of cultural units.

General units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Ballista Warship Unit type ranged.png Ranged 3 100 3 3 48 180 Resource unit production.png 120 Resource gold.png 20 Resource gold.png
  • Boat Ballista
    Ability shoot bow scout unit physical.png
    16 Physical damage
    Repeating action
    Boat Ballista
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Naval Unit
    Unit property naval unit.png
    Naval Unit
    This is a naval unit.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
  • Water Movement
    Unit property amphibious.png
    Water Movement
    This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
General
Ram Warship Unit type shock.png Shock 2 90 3 3 48 110 Resource unit production.png 90 Resource gold.png 12 Resource gold.png
  • Cruel Melee Charge
    Ability heavy charge strike ghost ship physical.png
    15 Physical damage 15 Frost damage
    Single use action
    Cruel Melee Charge
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Demolisher: Damages Fortified Obstacles.
    • Cruel: +30% damage against units with Morale Morale of \""Low\"" or worse.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Naval Unit
    Unit property naval unit.png
    Naval Unit
    This is a naval unit.
  • Shock Unit
    Unit property shock unit.png
    Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
  • Water Movement
    Unit property amphibious.png
    Water Movement
    This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
General
Townsman Unit type civilian.png Civilian 1 5 0 0 16 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    10 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Civilian
    Unit type civilian.png
    Civilian
    Civilian
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
General
Ballista Unit type siegecraft.png Siegecraft 2 15 1 1 16 220 Resource unit production.png 140 Resource gold.png 12 Resource gold.png
  • Ballista
    Ability type physical.png
    Unit ability launch ballista tower.png
    20 Physical damage
    Full action
    Ballista
    90% Accuracy 3-12 Range
    Launches a massive projectile. Unit has to reload the next turn.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
    Starts on cooldown
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Siegecraft
    Unit property siegecraft.png
    Siegecraft
    Normally only accessible during Siege battles. Often required construction.
Siege
Ballista Tower Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
  • Blight immunity X
  • Ballista
    Ability type physical.png
    Unit ability launch ballista tower.png
    20 Physical damage
    Full action
    Ballista
    90% Accuracy 3-12 Range
    Launches a massive projectile. Unit has to reload the next turn.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
    Starts on cooldown
  • Blight Immunity
    Resistance type blight.png
    Blight Immunity
    This unit is immune to Blight damage Blight Damage.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Siegecraft
    Unit property siegecraft.png
    Siegecraft
    Normally only accessible during Siege battles. Often required construction.
Siege
Catapult Tower Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
  • Blight immunity X
  • Catapult
    Ability type physical.png
    Unit ability launch ballista tower.png
    15 Physical damage
    Full action
    Catapult
    90% Accuracy 3-12 Range
    Launches a massive projectile. Unit has to reload the next turn.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
    Starts on cooldown
  • Blight Immunity
    Resistance type blight.png
    Blight Immunity
    This unit is immune to Blight damage Blight Damage.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Siegecraft
    Unit property siegecraft.png
    Siegecraft
    Normally only accessible during Siege battles. Often required construction.
Siege
Onager Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
  • Catapult
    Ability type physical.png
    Unit ability launch ballista tower.png
    15 Physical damage
    Full action
    Catapult
    90% Accuracy 3-12 Range
    Launches a massive projectile. Unit has to reload the next turn.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
    Starts on cooldown
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Immobilized
    Status effect immobilized.png
    Immobilized
    This unit cannot move.
  • Status Effect Immunity: Morale
    Unit property status effect immunity morale.png
    Status Effect Immunity: Morale
    This unit is Immune to Morale-type status effects.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Siegecraft
    Unit property siegecraft.png
    Siegecraft
    Normally only accessible during Siege battles. Often required construction.
Siege
Trebuchet Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
  • Trebuchet
    Ability type physical.png
    Unit ability launch ballista tower.png
    30 Physical damage
    Full action
    Trebuchet
    90% Accuracy 3-12 Range
    Launches a massive projectile. Unit has to reload the next turn.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
    Starts on cooldown
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Siegecraft
    Unit property siegecraft.png
    Siegecraft
    Normally only accessible during Siege battles. Often required construction.
Siege

Barbarian culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Berserker Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    24 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Frenzy: Gains a stack of Strengthened when landing a hit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Berserker's Rage
    Unit property berserkers rage.png
    Berserker's Rage
    When this unit's total Hit points Hit Points reach 33% or lower, it becomes (for 1 Turn):
    • Berserk.
    • Steadfast.
  • Frenzy
    Unit property frenzy.png
    Frenzy
    When this unit lands an attack, it gains a stack of Strengthened.
  • Primal Strike
    Unit property primal strike.png
    Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shock Unit
    Unit property shock unit.png
    Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
Culture: Barbarian
Fury Unit type ranged.png Ranged 2 60 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    12 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Culture: Barbarian
Pathfinder Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    6 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Farsight
    Unit property farsight.png
    Farsight
    The unit has +1 vision range.
  • Outpost Builder
    Unit property outpost builder.png
    Outpost Builder
    This unit is capable of creating Outposts on the world map.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
Culture: Barbarian
Sunderer Unit type skirmisher.png Skirmisher 1 50 0 0 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Javelin
    Ability type physical.png
    Unit ability throw sunderer.png
    16 Physical damage
    Single use action
    Javelin
    90% Accuracy 4 Range
    Throws a projectile at target unit.
    • Sundered Defense: Inflict Sundered Defense for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Primal Strike
    Unit property primal strike.png
    Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
  • Slippery
    Unit property slippery.png
    Slippery
    This unit does not trigger Opportunity Attack.
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Skirmisher Unit
    Unit property skirmisher unit.png
    Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
Culture: Barbarian
War Shaman Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Poison Blast
    Ability type blight.png
    Unit ability magic blast deep-sea nimu.png
    14 Blight damage
    Single use action
    Poison Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    • Poisoned: Base 90% chance of inflicting Poisoned for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Invigorate
    Ability type default.png
    Unit ability invigorate war shaman.png
    Invigorate
    Always Hits Accuracy 4 Range
    Grants friendly units in a 1-hex radius:
    • 10 Temporary hit points Temporary Hit Points
    • Strengthened
    • Regeneration

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 3 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
Culture: Barbarian
Warrior Unit type shield.png Shield 1 70 2 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    10 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Shield Bash
    Ability type default.png
    Unit ability shield bash warrior.png
    Shield Bash
    100% Accuracy 1 Range
    Base 90% of target unit becoming Stunned. Enter Defense Mode after use.
    Cooldown: 2 Turn
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Primal Strike
    Unit property primal strike.png
    Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: Barbarian

Dark culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Dark Knight Unit type shock.png Shock 3 90 3 3 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    24 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Sundered Defense: Inflict Sundered Defense for 3 Turn Turns.
  • Dark Surge
    Ability type frost.png
    Unit ability dark surge dark knight.png
    18 Frost damage
    Full action
    Dark Surge
    Always Hits Accuracy 1 Range
    Deals damage to enemies in a 2-hex cone. Deals double damage to units with a negative status effect.
    Cooldown: 3 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Cull the Weak
    Unit property cull the weak.png
    Cull the Weak
    • Deals +20% damage to units with Weakened.
    • Attacking units with Weakened grants the unit Regeneration once per turn.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shock Unit
    Unit property shock unit.png
    Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
Culture: Dark
Dark Warrior Unit type shock.png Shock 1 60 1 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Charge Strike
    Ability charge strike bone golem physical.png
    18 Physical damage
    Single use action
    Charge Strike
    100% Accuracy 1 Range
    A Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Cull the Weak
    Unit property cull the weak.png
    Cull the Weak
    • Deals +20% damage to units with Weakened.
    • Attacking units with Weakened grants the unit Regeneration once per turn.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shock Unit
    Unit property shock unit.png
    Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
Culture: Dark
Night Guard Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    14 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Cull the Weak
    Unit property cull the weak.png
    Cull the Weak
    • Deals +20% damage to units with Weakened.
    • Attacking units with Weakened grants the unit Regeneration once per turn.
  • Dark Stalwart
    Unit property dark stalwart.png
    Dark Stalwart
    At the end of this unit's turn, adjacent enemy units have a base 90% chance of receiving:
    • Sundered Defense
    • Sundered Resistance
  • First Strike
    Unit property first strike.png
    First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Polearm Unit
    Unit property polearm unit.png
    Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry
    • +40% damage against Large Target units
Culture: Dark
Outrider Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    6 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Farsight
    Unit property farsight.png
    Farsight
    The unit has +1 vision range.
  • Infiltrate
    Unit property infiltrate.png
    Infiltrate
    Gain +2 vision when in enemy domain.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Forest Camouflage
    Unit property forest camouflage.png
    Forest Camouflage
    This unit cannot be detected when standing on Forest hexes.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Rock Camouflage
    Unit property rock camouflage.png
    Rock Camouflage
    This unit cannot be detected when on Rocky or Mountain hexes.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
  • Swamp Camouflage
    Unit property swamp camouflage.png
    Swamp Camouflage
    This unit cannot be detected when standing on Wetland hexes.
Culture: Dark
Pursuer Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    10 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    • Weakened: Base 90% chance of inflicting Weakened for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Culture: Dark
Warlock Unit type battle mage.png Battle Mage 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Weakening Bolts
    Ability type frost.png
    Unit ability magic bolts elya.png
    8 Frost damage
    Repeating action
    Weakening Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Weakened: Base 90% chance of inflicting Weakened for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Sundering Curse
    Ability type frost.png
    Unit ability sundering curse warlock.png
    24 Frost damage
    Full action
    Sundering Curse
    Always Hits Accuracy 6 Range
    Target enemy unit sustains damage and gains:
    • 2 Sundered Defense
    • 2 Sundered Resistance

    • Weakened: Inflict Weakened for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Culture: Dark

Feudal culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Archer Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    10 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Culture: Feudal
Bannerman Unit type support.png Support 2 70 2 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Banner Smite
    Ability type spirit.png
    Unit ability magic blast deep-sea nimu.png
    16 Spirit damage
    Single use action
    Banner Smite
    90% Accuracy 4 Range
    Single magical attack at target unit.
    • Sundered Defense: Base 60% chance of inflicting Sundered Defense for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Bulwark Standard
    Ability type default.png
    Unit ability bulwark standard bannerman.png
    Bulwark Standard
    Always Hits Accuracy 0 Range
    The caster and adjacent friendly units gain:
    • Bolstered Defense
    • Bolstered Resistance

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 1 Turn
  • Soothing Standard
    Ability type default.png
    Unit ability soothing standard bannerman.png
    Soothing Standard
    Always Hits Accuracy 0 Range
    The caster and adjacent friendly units:
    • Heal +20 Temporary hit points Temporary Hit Points.
    • Gain 10 Morale Morale.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 3 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
Culture: Feudal
Defender Unit type shield.png Shield 2 80 3 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Heavy Shield
    Unit property heavy shield.png
    Heavy Shield
    +1 Defense Defense. Ignored by Flank Flanking attacks.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: Feudal
Knight Unit type shock.png Shock 3 90 3 3 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    24 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Inspiring Killer
    Unit property inspiring killer.png
    Inspiring Killer
    This unit grants double the morale bonus to its allies when killing an enemy.
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shock Unit
    Unit property shock unit.png
    Shock Unit
    An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
Culture: Feudal
Peasant Pikeman
(Champion rank
Defender
Defender
id

Shield Shield | Tier 2 | Culture: Feudal

Hit points
80
Defense
3
Resistance
1
Movement points
32

Unit property land movement.png
Unit property land movement.png
Land Movement
This unit can move over land hexes.
Unit property shield unit.png
Unit property shield unit.png
Shield Unit
Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
  • Shield Defense.
  • Defense Mode: Shield Wall.
Unit property heavy shield.png
Unit property heavy shield.png
Heavy Shield
+1 Defense Defense. Ignored by Flank Flanking attacks.
Unit property shield defense.png
Unit property shield defense.png
Shield Defense
This unit has +3 Defense Defense against non- Flank Flanking attacks.
Unit property stand together.png
Unit property stand together.png
Stand Together
Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.

Cost: 140 Draft 100 Gold
Upkeep: 12 Gold
)
Unit type polearm.png Polearm 1 65 2 1 32 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    11 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Feudal Training
    Unit property feudal training.png
    Feudal Training
    Unit gains +20% more Experience from battle and gets promoted to a Defender unit upon reaching Champion rank.
  • First Strike
    Unit property first strike.png
    First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Polearm Unit
    Unit property polearm unit.png
    Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry
    • +40% damage against Large Target units
Culture: Feudal
Scout Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    6 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Farsight
    Unit property farsight.png
    Farsight
    The unit has +1 vision range.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Stand Together
    Unit property stand together.png
    Stand Together
    Unit deals +20% damage when adjacent to another friendly unit with Stand Together.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
Culture: Feudal

High culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Awakener Unit type battle mage.png Battle Mage 3 80 2 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Spirit Bolts
    Ability type spirit.png
    Unit ability magic bolts elya.png
    12 Spirit damage
    Repeating action
    Spirit Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Exposing Light
    Ability type spirit.png
    Unit ability exposing light awakener.png
    22 Spirit damage
    Full action
    Exposing Light
    Always Hits Accuracy 6 Range
    Deals damage in a 1-hex radius.
    • Sundered Defense: Inflict Sundered Defense for 3 Turn Turns.
    • Sundered Resistance: Inflict Sundered Resistance for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Twin Awakening
    Ability type default.png
    Unit ability twin awakening awakener.png
    Twin Awakening
    Always Hits Accuracy 4 Range
    Target friendly unit and another non-Awakened unit within 2 hexes become Awakened for 3 Turn.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Dormant: Seeking Missiles
    Unit property dormant seeking missiles.png
    Dormant: Seeking Missiles
    While Awakened, this unit gains Awakened: Seeking Missiles.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Culture: High
Dawn Defender Unit type shield.png Shield 1 70 2 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    10 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Dormant: Shield of Light
    Unit property dormant shield of light.png
    Dormant: Shield of Light
    While Awakened, this unit gains Awakened: Shield of Light.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: High
Daylight Spear Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    14 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Dormant: Guardian
    Unit property dormant guardian.png
    Dormant: Guardian
    While Awakened, this unit gains Awakened: Guardian.
  • First Strike
    Unit property first strike.png
    First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Polearm Unit
    Unit property polearm unit.png
    Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry
    • +40% damage against Large Target units
Culture: High
Dusk Hunter Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    10 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Dormant: Seeking Missiles
    Unit property dormant seeking missiles.png
    Dormant: Seeking Missiles
    While Awakened, this unit gains Awakened: Seeking Missiles.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Culture: High
Lightseeker Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Shoot Bow
    Ability shoot bow scout unit physical.png
    5 Physical damage
    Repeating action
    Shoot Bow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Greater Farsight
    Unit property farsight.png
    Greater Farsight
    The unit has +2 vision range.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
Culture: High
Sun Priest Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Spirit Blast
    Ability type spirit.png
    Unit ability magic blast deep-sea nimu.png
    16 Spirit damage
    Single use action
    Spirit Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Mending Awakening
    Ability type default.png
    Unit ability mending awakening sun priest.png
    Mending Awakening
    Always Hits Accuracy 4 Range
    Target friendly unit:
    • Heals +30 Temporary hit points Temporary Hit Points.
    • Becomes Awakened for 3 Turn.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Awaken
    Ability type default.png
    Unit ability awaken sun priest.png
    Awaken
    Always Hits Accuracy 4 Range
    Target friendly unit gains Awakened for 3 Turn.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 1 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Dormant: Radiant Light
    Unit property dormant radiant light.png
    Dormant: Radiant Light
    While Awakened, this unit gains Awakened: Radiant Light.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
Culture: High

Industrious culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Anvil Guard Unit type shield.png Shield 1 70 2 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    8 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Taunt
    Ability type default.png
    Unit ability taunt anvil guard.png
    Taunt
    Always Hits Accuracy 1 Range
    Target enemy unit is inflicted with a base 90% chance of becoming Taunted for 3 Turn Turns. The unit that used the skill enters Defense Mode.
    Cooldown: 2 Turn
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Bolstering
    Unit property bolstering.png
    Bolstering
    Once per turn this unit gains:
    • Bolstered Defense when hit by a Melee or Physical Ranged attack.
    • Bolstered Resistance when hit by a Magic attack.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Watchful
    Unit property watchful.png
    Watchful
    Unit has +1 Retaliation Attack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: Industrious
Arbalest Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Shoot Crossbow
    Ability type physical.png
    Unit ability shoot crossbow arbalest.png
    20 Physical damage
    Single use action
    Shoot Crossbow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Overdraw Crossbow
    Ability type physical.png
    Unit ability overdraw crossbow arbalest.png
    30 Physical damage
    Full action
    Overdraw Crossbow
    90% Accuracy 4 Range
    Deals damage, cancels Defense Mode, and removes Retaliation Attack, unless the target has Charge Resistance.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Bolstering
    Unit property bolstering.png
    Bolstering
    Once per turn this unit gains:
    • Bolstered Defense when hit by a Melee or Physical Ranged attack.
    • Bolstered Resistance when hit by a Magic attack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Culture: Industrious
Bastion Unit type shield.png Shield 3 100 4 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Inspiring Defense
    Ability type default.png
    Unit ability inspiring defense bastion.png
    Inspiring Defense
    Always Hits Accuracy 0 Range
    Unit enters Defense Mode, then it and adjacent friendly units gain Bolstered Defense.
    Cooldown: 1 Turn
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Bolstering
    Unit property bolstering.png
    Bolstering
    Once per turn this unit gains:
    • Bolstered Defense when hit by a Melee or Physical Ranged attack.
    • Bolstered Resistance when hit by a Magic attack.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Watchful
    Unit property watchful.png
    Watchful
    Unit has +1 Retaliation Attack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: Industrious
Halberdier Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Bolstering
    Unit property bolstering.png
    Bolstering
    Once per turn this unit gains:
    • Bolstered Defense when hit by a Melee or Physical Ranged attack.
    • Bolstered Resistance when hit by a Magic attack.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • First Strike
    Unit property first strike.png
    First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
  • Rune of Retaliation
    Unit property rune of retaliation.png
    Rune of Retaliation
    Reflects 40% of damage sustained from Melee attacks back onto attackers.
  • Watchful
    Unit property watchful.png
    Watchful
    Unit has +1 Retaliation Attack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Polearm Unit
    Unit property polearm unit.png
    Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry
    • +40% damage against Large Target units
Culture: Industrious
Pioneer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Shoot Crossbow
    Ability type physical.png
    Unit ability shoot crossbow arbalest.png
    12 Physical damage
    Single use action
    Shoot Crossbow
    90% Accuracy 4 Range
    Fires ranged projectiles at target enemy unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Farsight
    Unit property farsight.png
    Farsight
    The unit has +1 vision range.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Expedited Movement (Underground)
    Unit property expedited movement (underground).png
    Expedited Movement (Underground)
    This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
Culture: Industrious
Steelshaper Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Steel Blast
    Ability type physical.png
    Unit ability magic blast deep-sea nimu.png
    16 Physical damage
    Single use action
    Steel Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Strength From Steel
    Ability type default.png
    Unit ability strength from steel steelshaper.png
    Strength From Steel
    Always Hits Accuracy 4 Range
    Target friendly unit loses all stacks of Bolstered Defense and Bolstered Resistance. For each stack lost:
    • Heals +8 Temporary hit points Temporary Hit Points.
    • Gains 1 Strengthened.

    Cooldown: 1 Turn
  • Grant Defense
    Ability type default.png
    Unit ability grant defense steelshaper.png
    Grant Defense
    Always Hits Accuracy 4 Range
    Target friendly unit gains 2 Bolstered Defense.
    Cooldown: 1 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Bolstering
    Unit property bolstering.png
    Bolstering
    Once per turn this unit gains:
    • Bolstered Defense when hit by a Melee or Physical Ranged attack.
    • Bolstered Resistance when hit by a Magic attack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
Culture: Industrious

Mystic culture units[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Arcane Guard Unit type polearm.png Polearm 1 65 1 2 32 80 Resource unit production.png 60 Resource gold.png 5 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Sundered Resistance: Base 90% chance of inflicting Sundered Resistance for 3 Turn Turns.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Attunement: Star Blades
    Unit property attunement star blades.png
    Attunement: Star Blades
    When a spell is cast, this unit's base attack randomly gains +1 Fire damage Fire Damage, Lightning damage Lightning Damage, or Frost damage Frost Damage for 3 Turn Turns.
    Stacks up to 3 times.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • First Strike
    Unit property first strike.png
    First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Polearm Unit
    Unit property polearm unit.png
    Polearm Unit
    Specialists in taking out large threats and cavalry and can counter shock unit charges.
    Polearm Units have:
    • First Strike
    • Charge Resistance
    • +40% damage against Cavalry
    • +40% damage against Large Target units
Culture: Mystic
Arcanist Unit type battle mage.png Battle Mage 1 50 0 2 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Cosmic Bolts
    Ability type lightning.png
    Unit ability magic bolts elya.png
    3 Lightning damage 3 Fire damage 3 Frost damage
    Repeating action
    Cosmic Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Attunement: Star Blades
    Unit property attunement star blades.png
    Attunement: Star Blades
    When a spell is cast, this unit's base attack randomly gains +1 Fire damage Fire Damage, Lightning damage Lightning Damage, or Frost damage Frost Damage for 3 Turn Turns.
    Stacks up to 3 times.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Culture: Mystic
Mystic Projection Unit type scout.png Scout 1 45 0 0 32 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
  • Lightning weakness 4
  • Spirit resistance 2
  • Cosmic Bolts
    Ability type lightning.png
    Unit ability magic bolts elya.png
    1 Lightning damage 1 Fire damage 1 Frost damage
    Repeating action
    Cosmic Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Farsight
    Unit property farsight.png
    Farsight
    The unit has +1 vision range.
  • Pass Through
    Unit property pass through.png
    Pass Through
    This unit can move through obstacles.
  • Ethereal
    Unit property ethereal.png
    Ethereal
    An Ethereal unit with:
    • 2 Spirit resistance Spirit Resistance
    • -4 Lightning resistance Lightning Resistance
    • Pass Through
    • Immunity to:
      • Bleeding
      • Burning
      • Diseased
      • Frozen
      • Immobilized
      • Poisoned
      • Wet
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Scout Unit
    Unit property scout unit.png
    Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
Culture: Mystic
Soother Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 10 Resource gold.png
  • Cosmic Blast
    Ability type lightning.png
    Unit ability magic blast deep-sea nimu.png
    5 Lightning damage 5 Fire damage 5 Frost damage
    Single use action
    Cosmic Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Soothing Breeze
    Ability type default.png
    Unit ability soothing breeze soother.png
    Soothing Breeze
    Always Hits Accuracy 4 Range
    Target friendly unit and another within 2 hexes heal +20 Temporary hit points Temporary Hit Points.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Spell Channeling
    Unit property spell channeling.png
    Spell Channeling
    While this unit is in battle, spells are 20% cheaper to cast.
    Doesn't stack.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
Culture: Mystic
Spellbreaker Unit type battle mage.png Battle Mage 3 80 2 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Cosmic Bolts
    Ability type lightning.png
    Unit ability magic bolts elya.png
    4 Lightning damage 4 Fire damage 4 Frost damage
    Repeating action
    Cosmic Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Star Purge
    Ability type lightning.png
    Unit ability star purge spellbreaker.png
    6 Lightning damage 6 Fire damage 6 Frost damage
    Full action
    Star Purge
    Always Hits Accuracy 6 Range
    Target enemy units in a 1-hex radius:
    • Lose all positive status effects.
    • Sustain damage. Double damage to Magic Origin units.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Attuned Cast
    Ability type default.png
    Unit ability attuned cast spellbreaker.png
    Attuned Cast
    Always Hits Accuracy 0 Range
    Add 10 Combat casting points Combat Casting Points to this combat.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 3 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Attunement: Star Blades
    Unit property attunement star blades.png
    Attunement: Star Blades
    When a spell is cast, this unit's base attack randomly gains +1 Fire damage Fire Damage, Lightning damage Lightning Damage, or Frost damage Frost Damage for 3 Turn Turns.
    Stacks up to 3 times.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Culture: Mystic
Spellshield Unit type shield.png Shield 2 80 2 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Sundered Resistance: Base 90% chance of inflicting Sundered Resistance for 3 Turn Turns.
  • Stunning Flash
    Ability type lightning.png
    Unit ability stunning flash spellshield.png
    3 Lightning damage 3 Fire damage 3 Frost damage
    Single use action
    Stunning Flash
    Always Hits Accuracy 0 Range
    Damages adjacent enemy units.
    • Stunned: Base 60% chance of inflicting Stunned for 1 Turn Turn.

    Cooldown: 2 Turn
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Attunement: Star Blades
    Unit property attunement star blades.png
    Attunement: Star Blades
    When a spell is cast, this unit's base attack randomly gains +1 Fire damage Fire Damage, Lightning damage Lightning Damage, or Frost damage Frost Damage for 3 Turn Turns.
    Stacks up to 3 times.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
Culture: Mystic

References[edit | edit source]