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Centaur | Health: 8 | Attack: 5 | Shots: none | Movement: ground |
70 gold (14) | Hex size: 2 | Defence: 3 | Dmg: 2-3 | Spd: 6 (swift) |
Centaurs and Centaur Captains are the best and the most expensive lvl 1 units. | |
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Centaur Captain | Health: 10 | Attack: 6 | Shots: none | Movement: ground |
90 gold (14) | Hex size: 2 | Defence: 3 | Dmg: 2-3 | Spd: 8 (very swift) |
Haliberdier kills Centaur Captain in 1 on 1 combat, but speed makes Centaur Captains better. Centaur Captains are better attackers than defenders, so attack before attacked. Good upgrade. | |
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Dwarf | Health: 20 | Attack: 6 | Shots: none | Movement: ground |
120 gold (8) | Hex size: 1 | Defence: 7 | Dmg: 2-4 | Spd: 3 (very slow) |
Special: 20% magic resistance. |
Real slowdown for your hero. Good defenders. Good for garrison shooter defence. Toughest lvl 2 units. | |
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Battle Dwarf | Health: 20 | Attack: 7 | Shots: none | Movement: ground |
150 gold (8) | Hex size: 1 | Defence: 7 | Dmg: 2-4 | Spd: 5 (slow) |
Special: 40% magic resistance. |
Now your hero can take them, speed will do until the endgame. Resists about 2 out of 5 spells! | |
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Wood Elf | Health: 15 | Attack: 9 | Shots: 24 | Movement: ground |
200 gold (7) | Hex size: 1 | Defence: 5 | Dmg: 3-5 | Spd: 6 (swift) |
The only shooter for Rampart. Elves are offensive units and need a good defence. | |
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Grand Elf | Health: 15 | Attack: 9 | Shots: 24 | Movement: ground |
225 gold (7) | Hex size: 1 | Defence: 5 | Dmg: 3-5 | Spd: 7 (extra swift) |
Special: fires two shots per attack. |
Awesome upgrade - doubles the attack and costs only 25 gold extra! | |
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Pegasus | Health: 30 | Attack: 9 | Shots: none | Movement: flying |
250 gold (5) | Hex size: 2 | Defence: 8 | Dmg: 5-9 | Spd: 8 (very swift) |
Special: enemy spellcasters must pay 2 extra spell points per spell when Pegasi are present. |
If you're short on money, 1 Pegasus is better than 3 Centaurs and more useful than 2 Dwarves. | |
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Silver Pegasus | Health: 30 | Attack: 9 | Shots: none | Movement: flying |
275 gold (5) | Hex size: 2 | Defence: 10 | Dmg: 5-9 | Spd: 12 (extra quick) |
Special: enemy spellcasters must pay 2 extra spell points per spell when Silver Pegasi are present. |
Weakest non-shooting lvl 4 unit, but really fast and annoying to enemy spellcasters. Highest pop among lvl 4. | |
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Dendroid Guard | Health: 55 | Attack: 9 | Shots: none | Movement: ground |
350 gold (3) | Hex size: 1 | Defence: 12 | Dmg: 10-14 | Spd: 3 (very slow) |
Special: creatures attacked by Dendroids are held in place by their roots until Dendroids move or are killed. |
Way too slow for hero's army, but excellent for garrison - Dendroid's roots will hold flies in place while Elves do their job from a very nice close-up. Worst lvl 5 unit but maximum population is the highest among lvl 5. | |
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Dendroid Soldier | Health: 65 | Attack: 9 | Shots: none | Movement: ground |
425 gold (3) | Hex size: 1 | Defence: 12 | Dmg: 10-14 | Spd: 4 (very slow) |
Special: creatures attacked by Dendroids are held in place by their roots until Dendroids move or are killed. |
Really hard to identify the upgrade by picture, but if you look closer, Dendroid Soldiers have a few extra branches and bigger feet :) Bad upgrade: 1sp and 10hp for 75 gold! Too slow for hero, excellent for garrison. | |
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Unicorn | Health: 90 | Attack: 15 | Shots: none | Movement: ground |
850 gold (2) | Hex size: 2 | Defence: 14 | Dmg: 18-22 | Spd: 7 (extra swift) |
Special: 20% chance to blind enemy. Aura increases magic resistace of all adjacent creatures by 20%. |
Note that Unicorn's aura does not affect the Unicorn itself. Unit surrounded by few stacks of Unicorns cold be almost invinsible to magic! Unicorns are good for any combat situations. | |
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War Unicorn | Health: 110 | Attack: 15 | Shots: none | Movement: ground |
950 gold (2) | Hex size: 2 | Defence: 14 | Dmg: 18-22 | Spd: 9 (ultra swift) |
Special: 20% chance to blind enemy. Aura increases magic resistace of all adjacent creatures by 20%. |
Good upgrade makes unicorn an excellent lvl 6 unit with a very small price! | |
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Green Dragon | Health: 180 | Attack: 18 | Shots: none | Movement: flying |
2400g + 1c (1) | Hex size: 2 | Defence: 18 | Dmg: 40-50 | Spd: 10 (super swift) |
Special: attack affects 2 hexes. Immune to spells levels 1-3. |
A little weaker, cheaper and slower than Red Dragon, otherways indentical. | |
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Gold Dragon | Health: 250 | Attack: 27 | Shots: none | Movement: flying |
4000g + 2c (1) | Hex size: 2 | Defence: 27 | Dmg: 40-50 | Spd: 16 (fast) |
Special: attack affects 2 hexes. Immune to spells levels 1-4. |
While equal in price to Black Dragon, Gold Dragon has less immunity and hit points, but has more attack, defence and speed. Has a little weak spot for powerful enemy earth spellcasters - lvl 5 implosion. | |