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Hp: 3 | Att: 2 | Def: 1 | Dam: 1-3 | Sp: 3 (slow) | - | Shots: 12 | Cost: 50 |
Halfling. Useful early shooter. Use them in numbers and dont forget to bless. |
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Hp: 15 | Att: 5 | Def: 4 | Dam: 2-3 | Sp: 6 (v.fast) | - | - | Cost: 150 |
Boar. Perfect unit for explorers. 2-hex-sized. |
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Hp: 30 | Att: 5 | Def: 10 | Dam: 4-5 | Sp: 2 (v.slow) | - | - | Cost: 300 |
Special: takes 1/2 damage from elemental spells. |
Iron Golem. Very tough but very slow - makes a great garrison unit. |
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Hp: 35 | Att: 7 | Def: 10 | Dam: 4-5 | Sp: 3 (slow) | - | - | Cost: 350 |
Special: takes 1/2 damage from elemental spells. |
Steel Golem. Little all-around upgrade. Still slow... but resistance to spells is good. |
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Hp: 40 | Att: 7 | Def: 7 | Dam: 4-8 | Sp: 4 (average) | FLY | - | Cost: 400 |
Roc. The only flying creature from Wizard, Roc prooves to be a tough problem for his enemies. 2-hex-sized. |
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Hp: 30 | Att: 11 | Def: 7 | Dam: 7-9 | Sp: 5 (fast) | - | Shots: 12 | Cost: 600 |
Special: no penalty for attacking adjacent units. |
Mage. Great on offence but a bit weak. |
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Hp: 35 | Att: 12 | Def: 8 | Dam: 7-9 | Sp: 6 (v.fast) | - | Shots: 24 | Cost: 700 |
Special: no penalty for attacking adjacent units. |
Archmage. Nice all-around upgrade. Stick with them for the rest of the game. |
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Hp: 150 | Att: 13 | Def: 10 | Dam: 20-30 | Sp: 4 (average) | - | - | C: 1250+1G |
Special: Immune to mind affecting spells. |
Giant. I never use them because upgrading will cost an enormous pile of cash! |
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Hp: 300 | Att: 15 | Def: 15 | Dam: 20-30 | Sp: 6 (v.fast) | - | Shots: 16S | C: 5000+2G |
Special: Immune to mind affecting spells, no penalty for attacking adjacent units. |
Titan. Best shooter in the game. Are Black draons the strongest? Titans doubt it. But what a cost..! |
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