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Hp: 3 | Att: 3 | Def: 1 | Dam: 1-2 | Sp: 4 (average) | - | - | Cost: 40 |
Goblin. Very nice level one creature. It is quite effective to use bless if you have a lot of goblins. |
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Hp: 10 | Att: 3 | Def: 4 | Dam: 2-3 | Sp: 2 (v.slow) | - | Shots: 8 | Cost: 140 |
Orc. Slows down your hero. |
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Hp: 15 | Att: 3 | Def: 4 | Dam: 3-4 | Sp: 3 (slow) | - | Shots: 16 | Cost: 175 |
Orc Chieftain. Very nice upgrade. Speed will do for early and midgame. |
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Hp: 20 | Att: 6 | Def: 2 | Dam: 3-5 | Sp: 6 (v.fast) | - | - | Cost: 200 |
Special: Attacks twice per turn. |
Wolf. Great on offence but weak on defence. Opposite of pikeman. I suggest that you attack with wolves only if you're sure that target will be strongly weakened. |
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Hp: 40 | Att: 9 | Def: 5 | Dam: 4-6 | Sp: 2 (v.slow) | - | - | Cost: 300 |
Ogre. Quite useless because of their speed. Don't buy ogres before upgrade because it will cost 400 to upgrade them - that's like buying one again! |
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Hp: 60 | Att: 9 | Def: 5 | Dam: 5-7 | Sp: 4 (average) | - | - | Cost: 500 |
Ogre Lord. They are the key to barbarian's success. An excellent average unit. |
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Hp: 40 | Att: 10 | Def: 5 | Dam: 5-7 | Sp: 4 (average) | - | Shots: 8 | Cost: 600 |
Special: Regenerates hit points to full every turn. |
Troll. Extremely useful if attackers damage them less that 40 hit points per turn. |
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Hp: 40 | Att: 10 | Def: 5 | Dam: 7-9 | Sp: 5 (fast) | - | Shots: 16 | Cost: 700 |
Special: Regenerates hit points to full every turn. |
War Troll. Increased damage and more shots adding to abbility of regeneration makes a perfect shooter! |
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Hp: 80 | Att: 12 | Def: 9 | Dam: 12-24 | Sp: 5 (fast) | - | - | C: 750+1C |
Special: Attack affects 2 spaces. 20% chance to paralyze creatures. |
Cyclops. Align cyclops in order to use 2-space attack bonus. Once you paralyzed the creature, leave it and move on to the next one. |
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