Race

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每个帝国都从一个种族开始,如果它获得了被该种族居住的城市,就可以获得额外的种族。

Physical form[编辑 | 编辑源代码]


身体形态决定了种族的外貌和描述的首部。每个种族都有一些默认的特征,尽管在创建种族时可以进行更改。

 物理形态  默认特征  描述 DLC
Form dwarfkin.png  矮人族

  • 防御战术
  •  哈代
  •  坚韧

坚韧、强壮和顽强的生物,习惯于生活在他们世界最崎岖的地区。
Form elfkin.png  小精灵
  •  奥术聚焦
  •  敏锐的视力
  •  犀利的眼光

细长的、尖耳朵的生物,他们的亲族是最早在境界中居住的。
Form feline.png  

  • 沙漠适应
  •  田径
  •  难以捉摸的

猫一样的生物,以猫一般的优雅移动。
Form goblinoid.png  哥布林族

  • 令人厌恶的恶臭
  •  偷偷的

小个子,驼背的生物,喜欢成群结队地肆意破坏。其中一些奇怪地对羊产生了极大的兴趣。
Form halfling.png  半身人
  •  难以捉摸的
  •  轻盈的
  •  快速反应

矮胖、快乐的生物,他们享受疯狂的冒险和值得的午睡一样。
Form human.png  人类
  •  适应性强

  • 防御战术

  • 快速恢复

组织和创业精神强的类人生物,尽管有时会显得有些急躁。
Form molekin.png  摩尔金

  • 地下适应
  •  堡垒
  •  顽强的

从地下居民进化而来并保留了他们敏锐的触觉的生物。
Form orcoid.png  兽人样
  •  凶猛
  •  哈代
  •  强大

因其族群的历史而遭受了巨大偏见的充满激情和坚强的存在。
Form ratkin.png  鼠人
  •  适应性强

  • 压倒性战术
  •  快速反应

老鼠般的生物,它们的群体通常被称为淘气。
Form toadkin.png  蟾蜍人

  • 沼泽适应
  •  哈代
  •  坚韧的

粗壮的类两栖生物,出生时带有声囊,可以通过大声的呱呱叫来进行交流。
Form lizardfolk.png  蜥蜴人
  •  冷血的
  •  有毒
  •  顽强的

纤细、有鳞的生物,利用舌头来感知周围环境。
 龙之黎明
Form avian.png  鸟类
  •  适应性强
  •  难以捉摸的
  •  轻盈的
  •  犀利的眼光

羽毛丰满、喙形状的生物,他们的家族通常被定义为“巢”。他们的歌声可以传遍整片森林。
 帝国与灰烬

Traits[编辑 | 编辑源代码]


每个种族都有5个点用于赋予它各种特征,获得种族范围内的奖励。

 特征  效果  成本
Unit property adaptable.png  适应性强
+20%非英雄单位经验
1
Unit property cold blooded.png  冷血的
-50% 士气损失
1
Unit property elusive.png  难以捕捉的

  • +4 防御反击和机会攻击

  • +4抵抗报复攻击和机会攻击
1
Unit property hearty.png  哈代
+8 生命值
1
Unit property sharp eyes.png  锐眼

  • 识别不了的字符串“视野范围” +1 视野范围

  • (模板:图标的未识别字符串“视野范围”)+1 感知范围
1
Unit property arcane focus.png  奥术聚焦
+15% 魔法攻击伤害
2
Unit property bulwark.png Bulwark
  • Defense +2 Defense Mode Defense
  • Unit stats resistance.png +2 Defense Mode Resistance
2
Unit property fast recouperation.png Fast Recuperation Hit points +10 Hit Points Regeneration per World Map Turn 2
Unit property ferocious.png Ferocious
  • Damage type physical.png +40% Retaliation Attack Damage
  • Damage type physical.png +40% Opportunity Attack Damage
2
Unit property all-round awareness.png Keen-Sighted Accuracy +20% Accuracy 2
Unit property light footed.png Light Footed Yes Friendly units do not block movement 2
Unit property poison weapons.png Poisonous
  • Resistance type blight.png +2 Blight Resistance
  • Damage type blight.png 60% chance for attacks to be Poisoned
  • Yes Immunity to Poisoned
2
Unit property quick reflexes.png Quick Reflexes Accuracy -25% Enemy Ranged Accuracy 2
Unit property support unit.png Resistant Unit stats resistance.png +2 Resistance 2
Unit property sneaky.png Sneaky Unit stats flank.png +25% Flanking Attack Damage 2
Unit property strong.png Strong
  • Damage type physical.png +2 Melee Damage
  • Damage type physical.png +2 Physical Ranged Damage
2
Unit property tenacious.png  顽强的
-50% 伤亡惩罚的伤害减免
2
Unit property shield defense.png  艰难的  +2 防御 2
Unit property defensive tactics.png  防御战术

  • 当站在具有相同特质的友方单位旁边时,防御+1(不可叠加)

  • 当站在具有相同特性的友方单位旁边时,抵抗力+1(不叠加)

  • 站在具有相同特征的友军单位旁边时,闪避率提高10%(不叠加)
2
Unit property overwhelm tactics.png  压倒性战术
当站在具有相同特性的友方单位旁边时,暴击几率增加20%(不叠加)
2
Unit property athletics.png  田径
40移动点
3
Unit property hideous stench.png  恶臭

  • Unit stats resistance.png -1 对没有相同特性的邻近敌人的抵抗力

  • Resistance type status resistances.png -1对所有相邻敌人的状态抗性,不包括具有相同特性的敌人
3
Unit property status effect immunity.png  有弹性的

  • +2 状态抗性

  • time -1 减少负面状态效果持续时间(不影响只持续1回合的负面状态)
3

Adaptation[编辑 | 编辑源代码]


适应特征允许种族在特定地形上建造 Province improvement farm.png 农场而不是 Province improvement hut.png 小屋省份改进。每个适应特征花费1点,但一个种族只能有一个适应特征。所有这些都与原始文化不兼容,因为它可以根据选择的原始动物(例如沼泽鳄鱼提供了大部分沼泽适应的好处)提供相当的好处。

 特征  效果
移动点数成本
Unit property arctic adaption.png  北极适应

  • 可以在雪地上建造农场

  • 起始区域将有雪地地形

  • 解锁冻结土地的咒语

-1 在雪和冰地形上
Unit property desert adaption.png  沙漠适应

  • 可以在沙地上建造农场

  • 起始区域将拥有沙地地形

  • 解锁焚烧大地法术
 沙地上的-1
Unit property water adaption.png  沼泽适应

  • 可以在沼泽地形上建造农场

  • 起始区域将拥有沼泽地形

  • 解锁洪水之地法术

  • -2 在沼泽地形上移动点数消耗

  • -6在河流上的移动点成本
Unit property underground adaption.png  地下适应

  • 可以在洞穴地表建造农场

  • 开始地下

  • 从挖掘帝国技能开始

  • 真菌领域地形上的-1

  • 洞穴地板和蘑菇森林地形上的-2

Mounts[编辑 | 编辑源代码]


坐骑特性会给予额外的单位坐骑,替换已经骑乘单位的坐骑,并赋予所有骑乘单位额外的能力。每个坐骑特性需要花费3或4点。恶熊坐骑特性需要帝国与灰烬DLC。

 特征  骑兵单位获得增益  统治者开始攀登  成本
Unit property spider.png  恐惧蜘蛛坐骑

  • +5 生命值
  • Ability type physical.png
    Unit ability web dread spider matriarch.png
     网络能力
 蜘蛛 3
Unit property nightmare mount.png  噩梦之旅

  • +5 生命值

  • 威慑光环被动

  • 恶毒杀手被动
 噩梦 3
Unit property unicorn mount.png  独角兽坐骑

  • +5 生命值
  • Ability type default.png
    Unit ability phase phase beast.png
     阶段能力
 独角兽 3
Unit property pack hunter.png  白狼坐骑

  • +5 生命值

  • Unit property pack hunter.png 猎魂者被动技能
  • Ability type frost.png
    Unit ability enfeebling howl white wolf.png
     虚弱嚎叫技能
 白狼 3

文件:单位属性恶熊坐骑.png
 恐怖熊坐骑

  • +10 生命值

  • 文件:单位属性压倒.png(对于模板:特性,无法识别字符串“压倒”)被动
 恐怖熊 3
 山主
只将基础种族坐骑添加到可选的骑兵单位中
2


以下单位受到影响。始终骑兵单位以粗体显示,并保持其移动速度。其他可选骑兵单位的移动速度为40。

 类型  来源  单位
 T1侦察兵 T1 T2 T3 T4
 文化  野蛮人  寻路者  战士(盾牌)  愤怒(远程)
 文化  黑暗  侦察兵  追逐者(远程)  黑暗骑士(震惊)
 文化  封建的  侦察者  防御者(盾牌)  骑士(震惊)
 文化    寻光者  黎明守护者(盾)  唤醒者(战斗法师)
 文化  勤奋的  先驱  弩 (远程)  堡垒(盾牌)
 文化  神秘的  法术护盾(盾牌)
破法者(战斗法师)
 文化  掠夺者  监督者(支持)  龙骑兵(游击队员)
 文化  原始的  灵魂追踪者  保护者(盾牌)  动物使徒(支援)
 卷册  野兽  野性演说者(辅助)
 卷册  冰法
白巫女(战斗法师)
 卷册  唤起  唤魔师(战斗法师)
 卷册  部落  猎犬大师(远程)
 卷册  湿地  格莱德奔跑者(远程)
 卷册  征服  暴君骑士(震惊)

Cultures[编辑 | 编辑源代码]


每个种族都有自己的文化,决定了其城市的视觉外观,并赋予以下特点:


  • 以这个种族开始的帝国获得了一种亲和力。

  • 可以招募6个与文化有关的单位

  • 这个种族的城市可以建造一个特殊的省份改进和三个特殊建筑。一些文化还会在特定的市政厅等级上获得特殊的奖励。

  • 参与这场比赛的英雄可以解锁3个特殊的英雄技能,如果他们是冠军,他们会有一种特定文化的默认武器,如果没有装备任何武器。
 文化  亲和性  省份改进  建筑物  英雄技能  单位  冠军默认武器  其他影响
Culture Barbarian.png  野蛮人
  •  混乱
  •  1 自然

刺桩之森
Building forester forest of stakes.png
Culture: Barbarian
Forest of Stakes
Province improvement Forester

+7 Food Food income.
+7 Production Production income.
+7 Draft Draft per adjacent Forester Forester.
Enemy Units in this and the adjacent Province get Demoralized.

Must be built on an acquired province.
Requires Town Hall II: Communal Tent

Cost: 250 Production 100 Gold

  • 战斗仪式场地
    Building battle ritual site.png
    Culture: Barbarian
    Battle Ritual Site
    City structure Knowledge Draft

    +10 Draft Draft income
    +5 Knowledge Knowledge income

    Requires Town Hall I: Town Center
    Cultural replacement for Library

    Cost: 130 Production 60 Gold
    Boost: 1 Forester

  • 祖先占卜大厅
    Building ancestral seer hall.png
    Culture: Barbarian
    Ancestral Seer Hall
    City structure Knowledge Draft

    +10 Draft Draft income
    +10 Knowledge Knowledge income

    Requires Battle Ritual Site
    Cultural replacement for Arcane Institute

    Cost: 250 Production 100 Gold
    Boost: 1 Forester 1 Quarry

  • 战神神殿
    Building shrine of the wargod.png
    Culture: Barbarian
    Shrine of the Wargod
    City structure

    Grants Wargod's Spirit to every Friendly Unit inside this Domain.
    Grants Wargod's Aggression to every Unit produced in this City.

    Requires Town Hall III: Halls of War
    Cost: 450 Production 170 Gold
  •  嗜血
  •  原始标记
  •  锋利的边缘
  •  寻路者
    Pathfinder
    Scout Scout | Tier 1 | Culture: Barbarian

    Hit points
    45
    Defense
    0
    Resistance
    0
    Movement points
    40

    Unit property cavalry.png
    Unit property cavalry.png Cavalry
    This unit is mounted on an animal.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property scout unit.png
    Unit property scout unit.png Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
    Unit property farsight.png
    Unit property farsight.png Farsight
    The unit has +1 vision range.
    Unit property outpost builder.png
    Unit property outpost builder.png Outpost Builder
    This unit is capable of creating Outposts on the world map.
    • Ability type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 60 Draft 50 Gold
    Upkeep: 8 Gold
  •  载具
    Sunderer
    Skirmisher Skirmisher | Tier 1 | Culture: Barbarian

    Hit points
    50
    Defense
    0
    Resistance
    0
    Movement points
    40

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property skirmisher unit.png
    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.
    Unit property primal strike.png
    Unit property primal strike.png Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
    Unit property slippery.png
    Unit property slippery.png Slippery
    This unit does not trigger Opportunity Attack.
    Unit property swift.png
    Unit property swift.png Swift
    This unit ignores the effects of Slowing terrain in combat.
    • Ability type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.png
      12 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type physical.png
      Unit ability throw sunderer.png
      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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 80 Draft 60 Gold
    Upkeep: 8 Gold
  •  战士
    Warrior
    Shield Shield | Tier 1 | Culture: Barbarian

    Hit points
    70
    Defense
    2
    Resistance
    0
    Movement points
    32

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property optional cavalry.png
    Unit property optional cavalry.png Optional Cavalry
    This unit will become Cavalry if the race has a special mount trait.
    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 primal strike.png
    Unit property primal strike.png Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
    Unit property shield defense.png
    Unit property shield defense.png Shield Defense
    This unit has +3 Defense Defense against non-Flank Flanking attacks.
    • Ability type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.png
      10 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Unit ability shield bash warrior.png
      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
    • 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: 80 Draft 60 Gold
    Upkeep: 8 Gold
  •  愤怒
    Fury
    Ranged Ranged | Tier 2 | Culture: Barbarian

    Hit points
    60
    Defense
    1
    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 optional cavalry.png
    Unit property optional cavalry.png Optional Cavalry
    This unit will become Cavalry if the race has a special mount trait.
    Unit property ranged unit.png
    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.
    Unit property frenzy.png
    Unit property frenzy.png Frenzy
    When this unit lands an attack, it gains a stack of Strengthened.
    • Ability type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.png
      10 Physical damage
      Repeating action
      Shoot Bow
      90% Accuracy 4 Range
      Fires ranged projectiles at target enemy unit.
      • Frenzy: Gains a stack of Strengthened when landing a hit.

      Affected by Line of Sight rules.
      Cannot be used when within an enemy Zone of Control.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  •  战争萨满
    War Shaman
    Support Support | Tier 2 | Culture: Barbarian

    Hit points
    60
    Defense
    1
    Resistance
    3
    Movement points
    32
    Status resistances 2

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property support unit.png
    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.
    • Ability type blight.png
      Unit ability magic blast deep-sea nimu.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.
    • Ability type default.png
      Unit ability invigorate war shaman.png
      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
    • Ability type default.png
      Unit ability defense mode warding.png
      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

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  •  狂战士
    Berserker
    Shock Shock | Tier 3 | Culture: Barbarian

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    32
    Status resistances 3

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property shock unit.png
    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.
    Unit property berserkers rage.png
    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.
    Unit property frenzy.png
    Unit property frenzy.png Frenzy
    When this unit lands an attack, it gains a stack of Strengthened.
    Unit property primal strike.png
    Unit property primal strike.png Primal Strike
    The first Melee attack that hits in battle deals an additional +8 Blight damage Blight Damage.
    • Ability type physical.png
      Unit ability heavy charge strike ghost ship.png
      Heavy Charge Strike
      Ability type physical.png
      Unit ability heavy charge strike ghost ship.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
Axe

  • 首次近战攻击造成+8点枯萎伤害

  • 可以激活迅捷仪式

  • 前哨或城市方格上的军队恢复100%的移动点数,并恢复50%的生命值或移除疲劳状态。冷却时间为3回合。
Culture Dark.png Dark  2 阴影
Mine Dark Forge
Building mine dark forge.png
Culture: Dark
Dark Forge
Province improvement Mine

+7 Draft Draft income.
+7 Gold Gold income.
+7 Draft Draft per adjacent Quarry Quarry or Mine Mine.
Unit deployment location.

Must be built on an acquired province.
Requires Town Hall II: Dread Spire

Cost: 250 Production 100 Gold

  • 实验室
    Building experimentation chambers.png
    Culture: Dark
    Experimentation Chambers
    City structure Gold Knowledge

    +5 Gold Gold income
    +5 Knowledge Knowledge income

    Requires Town Hall I: Town Center
    Cultural replacement for Vendor

    Cost: 130 Production 60 Gold
    Boost: 1 Farm

  • 地下实验室
    Building underground laboratory.png
    Culture: Dark
    Underground Laboratory
    City structure Gold Knowledge

    +10 Gold Gold income
    +5 Knowledge Knowledge income

    Requires Experimentation Chambers
    Cultural replacement for Market

    Cost: 250 Production 100 Gold
    Boost: 2 Farm
  • Knowledge Interrogation Dungeon
    Building interrogation dungeon.png
    Culture: Dark
    Interrogation Dungeon
    City structure Knowledge

    +5 Knowledge Knowledge income
    +10 City stability City Stability income
    +2 Knowledge Knowledge income per hero in the Prison

    Requires Town Hall II: Dread Spire
    Cultural replacement for Tavern

    Cost: 250 Production 100 Gold
    Boost: 2 Farm
  • Mana Ritual Mausoleum
    Building ritual mausoleum.png
    Culture: Dark
    Ritual Mausoleum
    City structure Mana

    +5 Mana Mana income
    +20 City stability City Stability income
    +2 Mana Mana income per hero in the Crypt

    Requires Interrogation Dungeon
    Cultural replacement for Bathhouse

    Cost: 250 Production 100 Gold
    Boost: 2 Farm 1 Quarry
  • Mana Draft Overlord's Tower
    Building watch tower.png
    Culture: Dark
    Overlord's Tower
    City structure Mana Draft

    +10 Draft Draft income
    +10 Mana Mana income
    Prevents Provinces breaking off due to low City stability City Stability.

    Requires Town Hall III: Stronghold
    Cost: 750 Production 280 Gold
  • City tier Town Hall II: Dread Spire
    Building town hall ii dread spire.png
    Culture: Dark
    Town Hall II: Dread Spire
    City structure City tier

    +1 Province Annex Range
    +10 Gold Gold income
    Negative City stability City Stability states give no economic penalties.
    Unlocks tier 2 cultural units:
    Night Guard
    Night Guard
    Polearm Polearm | Tier 2 | Culture: Dark

    Hit points
    75
    Defense
    3
    Resistance
    2
    Movement points
    32

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property polearm unit.png
    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
    Unit property charge resistance.png
    Unit property charge resistance.png Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
    Unit property cull the weak.png
    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.
    Unit property dark stalwart.png
    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
    Unit property first strike.png
    Unit property first strike.png First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
    • Ability type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.png
      14 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
    and
    Warlock
    Warlock
    Battle Mage Battle Mage | Tier 2 | Culture: Dark

    Hit points
    60
    Defense
    1
    Resistance
    3
    Movement points
    32

    Unit property battle mage unit.png
    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.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    • Ability type frost.png
      Unit ability magic bolts elya.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.
    • Ability type frost.png
      Unit ability sundering curse warlock.png
      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
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold

    Requires 3 Population Population to unlock
    Requires Town Hall I: Town Center

    Cost: 200 Production 200 Gold
    Boost: 5 Population
  • Hero skill cull the weak.png Cull the Weak
  • Hero skill grim executioner.png Grim Executioner
  • Hero skill sundering curse.png Sundering Curse
  •  黑暗战士
    Dark Warrior
    Shock Shock | Tier 1 | Culture: Dark

    Hit points
    60
    Defense
    1
    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 shock unit.png
    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.
    Unit property cull the weak.png
    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.
    • Ability type physical.png
      Unit ability charge strike bone golem.png
      Charge Strike
      Ability type physical.png
      Unit ability charge strike bone golem.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 80 Draft 60 Gold
    Upkeep: 8 Gold
  •  侦察兵
    Outrider
    Scout Scout | Tier 1 | Culture: Dark

    Hit points
    45
    Defense
    0
    Resistance
    0
    Movement points
    40

    Unit property cavalry.png
    Unit property cavalry.png Cavalry
    This unit is mounted on an animal.
    Unit property forest camouflage.png
    Unit property forest camouflage.png Forest Camouflage
    This unit cannot be detected when standing on Forest hexes.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property rock camouflage.png
    Unit property rock camouflage.png Rock Camouflage
    This unit cannot be detected when on Rocky or Mountain hexes.
    Unit property scout unit.png
    Unit property scout unit.png Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
    Unit property swamp camouflage.png
    Unit property swamp camouflage.png Swamp Camouflage
    This unit cannot be detected when standing on Wetland hexes.
    Unit property farsight.png
    Unit property farsight.png Farsight
    The unit has +1 vision range.
    Unit property infiltrate.png
    Unit property infiltrate.png Infiltrate
    Gain +2 vision when in enemy domain.
    • Ability type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 60 Draft 50 Gold
    Upkeep: 8 Gold
  • Pursuer
    Pursuer
    Ranged Ranged | Tier 1 | Culture: Dark

    Hit points
    50
    Defense
    0
    Resistance
    0
    Movement points
    32

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property optional cavalry.png
    Unit property optional cavalry.png Optional Cavalry
    This unit will become Cavalry if the race has a special mount trait.
    Unit property ranged unit.png
    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.
    • Ability type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 80 Draft 60 Gold
    Upkeep: 8 Gold
  • Night Guard
    Night Guard
    Polearm Polearm | Tier 2 | Culture: Dark

    Hit points
    75
    Defense
    3
    Resistance
    2
    Movement points
    32

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property polearm unit.png
    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
    Unit property charge resistance.png
    Unit property charge resistance.png Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
    Unit property cull the weak.png
    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.
    Unit property dark stalwart.png
    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
    Unit property first strike.png
    Unit property first strike.png First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
    • Ability type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.png
      14 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  • Warlock
    Warlock
    Battle Mage Battle Mage | Tier 2 | Culture: Dark

    Hit points
    60
    Defense
    1
    Resistance
    3
    Movement points
    32

    Unit property battle mage unit.png
    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.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    • Ability type frost.png
      Unit ability magic bolts elya.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.
    • Ability type frost.png
      Unit ability sundering curse warlock.png
      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
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  • Dark Knight
    Dark Knight
    Shock Shock | Tier 3 | Culture: Dark

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    48
    Status resistances 3

    Unit property cavalry.png
    Unit property cavalry.png Cavalry
    This unit is mounted on an animal.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property shock unit.png
    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.
    Unit property cull the weak.png
    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.
    • Ability type physical.png
      Unit ability heavy charge strike ghost ship.png
      Heavy Charge Strike
      Ability type physical.png
      Unit ability heavy charge strike ghost ship.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.
    • Ability type frost.png
      Unit ability dark surge dark knight.png
      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
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 220 Draft 140 Gold
    Upkeep: 20 Gold
 菜刀

  • 城市可以抵消城市稳定收入的惩罚
  • +20% Damage against units with Weakened
  • Attacking units with Weakened grants the unit Regeneration once per turn
  • -10 Alignment
Culture Feudal.png Feudal
  • Empire affinity order.png 1 Order
  • Empire affinity nature.png 1 Nature
Farm Levy Camp
Building work camp.png
Culture: Feudal
Levy Camp
Province improvement Farm

+15 Food Food income.
+5 Food Food per adjacent Farm Farm.
Unit deployment location.

Must be built on an acquired province.
Requires Town Hall II: Castle

Cost: 250 Production 100 Gold
  • Mana Gold Clergy Commons
    Building clergy commons.png
    Culture: Feudal
    Clergy Commons
    City structure Mana Gold

    +5 Gold Gold income
    +5 Mana Mana income

    Requires Town Hall I: Town Center
    Cultural replacement for Shrine

    Cost: 130 Production 60 Gold
    Boost: 1 Quarry
  • Mana Gold Tithe Shrine
    Building tithe shrine.png
    Culture: Feudal
    Tithe Shrine
    City structure Mana Gold

    +5 Gold Gold income
    +10 Mana Mana income

    Requires Clergy Commons
    Cultural replacement for Mana Obelisk

    Cost: 250 Production 100 Gold
    Boost: 2 Quarry
  • Gold Food Lord's Manor
    Building lords manor.png
    Culture: Feudal
    Lord's Manor
    City structure Gold Food

    +10 Gold Gold income
    +10 Food Food income
    +100% income from the Governor.

    Requires Town Hall III: Citadel
    Cost: 750 Production 280 Gold
  • Hero skill stand together.png Stand Together
  • Hero skill undying loyalty.png Undying Loyalty
  • Hero skill feudal ruler.png Feudal Ruler
  • Archer
    Archer
    Ranged Ranged | Tier 1 | Culture: Feudal

    Hit points
    50
    Defense
    0
    Resistance
    0
    Movement points
    32

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property ranged unit.png
    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.
    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 type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 80 Draft 60 Gold
    Upkeep: 8 Gold
  • Peasant Pikeman
    Peasant Pikeman
    Polearm Polearm | Tier 1 | Culture: Feudal

    Hit points
    65
    Defense
    2
    Resistance
    1
    Movement points
    32

    Unit property evolve.png
    Unit property evolve.png Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property polearm unit.png
    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
    Unit property charge resistance.png
    Unit property charge resistance.png Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
    Unit property feudal training.png
    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.
    Unit property first strike.png
    Unit property first strike.png First Strike
    When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
    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 type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.png
      11 Physical damage
      Repeating action
      Melee Strike
      100% Accuracy 1 Range
      Strikes target enemy unit.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Champion rank Evolves into: Defender
    Cost: 60 Draft 50 Gold
    Upkeep: 8 Gold
  • Scout
    Scout
    Scout Scout | Tier 1 | Culture: Feudal

    Hit points
    45
    Defense
    0
    Resistance
    0
    Movement points
    40

    Unit property cavalry.png
    Unit property cavalry.png Cavalry
    This unit is mounted on an animal.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property scout unit.png
    Unit property scout unit.png Scout Unit
    Though weak in battle, these swift units are useful for exploring the world.
    Scout units have Farsight.
    Unit property farsight.png
    Unit property farsight.png Farsight
    The unit has +1 vision range.
    Unit property low maintenance.png
    Unit property low maintenance.png Low Maintenance
    Unit Upkeep reduced by -25%
    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 type physical.png
      Unit ability shoot bow scout unit.png
      Shoot Bow
      Ability type physical.png
      Unit ability shoot bow scout unit.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.
    • Ability type default.png
      Unit ability defense mode.png
      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.

    Cost: 60 Draft 50 Gold
    Upkeep: 8 Gold
  • Bannerman
    Bannerman
    Support Support | Tier 2 | Culture: Feudal

    Hit points
    70
    Defense
    2
    Resistance
    3
    Movement points
    32
    Status resistances 2

    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property support unit.png
    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.
    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 type spirit.png
      Unit ability magic blast deep-sea nimu.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.
    • Ability type default.png
      Unit ability bulwark standard bannerman.png
      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
    • Ability type default.png
      Unit ability soothing standard bannerman.png
      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: 4 Turn
    • Ability type default.png
      Unit ability defense mode warding.png
      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

    Cost: 140 Draft 100 Gold
    Upkeep: 12 Gold
  • Defender
    Defender
    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 optional cavalry.png
    Unit property optional cavalry.png Optional Cavalry
    This unit will become Cavalry if the race has a special mount trait.
    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 type physical.png
      Unit ability melee strike nimu.png
      Melee Strike
      Ability type physical.png
      Unit ability melee strike nimu.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
  • Knight
    Knight
    Shock Shock | Tier 3 | Culture: Feudal

    Hit points
    90
    Defense
    3
    Resistance
    3
    Movement points
    48
    Status resistances 3

    Unit property cavalry.png
    Unit property cavalry.png Cavalry
    This unit is mounted on an animal.
    Unit property land movement.png
    Unit property land movement.png Land Movement
    This unit can move over land hexes.
    Unit property shock unit.png
    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.
    Unit property inspiring killer.png
    Unit property inspiring killer.png Inspiring Killer
    This unit grants double the morale bonus to its allies when killing an enemy.
    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 type physical.png
      Unit ability heavy charge strike ghost ship.png
      Heavy Charge Strike
      Ability type physical.png
      Unit ability heavy charge strike ghost ship.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.
    • Ability type default.png
      Unit ability defense mode.png
      Defense Mode
      Ability type default.png