Castle Troops

Level 1

Pikeman
Pikeman Cost: 60[gold]
Damage: 1-3
Attack: 4
Defense: 5
Pikeman Health: 10
Speed: Extra Slow (4 hexes)
Flying: No
Shots: None
Special: None
Description: Pikemen and Halberdiers are among the strongest basic foot soldiers available to any army. While somewhat slow, they have respectable combat ratings.
Halberdier
Halberdier Cost: 75[gold]
Damage: 2-3
Attack: 6
Defense: 5
Halberdier Health: 10
Speed: Slow (5 hexes)
Flying: No
Shots: None
Special: None
Description: Pikemen and Halberdiers are among the strongest basic foot soldiers available to any army. While somewhat slow, they have respectable combat ratings.

Level 2

Archer
Archer Cost: 100[gold]
Damage: 2-3
Attack: 6
Defense: 3
Archer Health: 10
Speed: Extra Slow (4 hexes)
Flying: No
Shots: 12
Special: None
Description: Archers and Marksmen are lightly armored troops armed with crossbows for ranged attacks and daggers for light hand-to-hand fighting.
Marksman
Marksman Cost: 150[gold]
Damage: 2-3
Attack: 6
Defense: 3
Marksman Health: 10
Speed: Swift (6 hexes)
Flying: No
Shots: 24
Special: Shoots twice per turn.
Description: Archers and Marksmen are lightly armored troops armed with crossbows for ranged attacks and daggers for light hand-to-hand fighting.

Level 3

Griffin
Griffin Cost: 200[gold]
Damage: 3-6
Attack: 8
Defense: 8
Griffin Health: 25
Speed: Very Swift (6 hexes)
Flying: Yes
Shots: None
Special: Retaliates twice a round.
Description: Griffins roost in special towers built for them on Castle grounds.
Royal Griffin
Royal Griffin Cost: 240[gold]
Damage: 3-6
Attack: 9
Defense: 9
Royal Griffin Health: 25
Speed: Ultra Swift (9 hexes)
Flying: Yes
Shots: None
Special: Unlimited retaliations.
Description: Griffins roost in special towers built for them on Castle grounds.

Level 4

Swordsman
Swordsman Cost: 300[gold]
Damage: 6-9
Attack: 10
Defense: 12
Swordsman Health: 35
Speed: Slow (5 hexes)
Flying: No
Shots: None
Special: None.
Description: Well armed and armored, Swordsmen and Crusaders are better all-around soldiers than their Pikemen companions.
Crusader
Crusader Cost: 400[gold]
Damage: 7-10
Attack: 12
Defense: 12
Crusader Health: 35
Speed: Swift (6 hexes)
Flying: No
Shots: None.
Special: Strikes twice.
Description: Well armed and armored, Swordsmen and Crusaders are better all-around soldiers than their Pikemen companions.

Level 5

Monk
Monk Cost: 400[gold]
Damage: 10-12
Attack: 12
Defense: 7
Monk Health: 30
Speed: Slow (5 hexes)
Flying: No
Shots: 12
Special: None
Description: Monks and Zealots train themselves to control and project their personal energistic forces, which they deliver as ranged blasts.
Zealot
Zealot Cost: 450[gold]
Damage: 10-12
Attack: 12
Defense: 10
Zealot Health: 30
Speed: Extra Swift (7 hexes)
Flying: No
Shots: 24
Special: No penalty for close-range combat.
Description: Monks and Zealots train themselves to control and project their personal energistic forces, which they deliver as ranged blasts.

Level 6

Cavalier
Cavalier Cost: 1000[gold]
Damage: 15-25
Attack: 15
Defense: 15
Cavalier Health: 100
Speed: Extra Swift (7 hexes)
Flying: No
Shots: None
Special: Jousting bonus; in battle, every space traveled in a single movement to attack an enemy gives the attacking stack a 5% bonus to their attack.
Description: The horse-mounted Cavalier and Champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle.
Champion
Champion Cost: 1200[gold]
Damage: 20-25
Attack: 16
Defense: 16
Champion Health: 100
Speed: Ultra Swift (9 hexes)
Flying: No
Shots: None
Special: Jousting bonus; in battle, every space traveled in a single movement to attack an enemy gives the attacking stack a 5% bonus to their attack.
Description: The horse-mounted Cavalier and Champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle.

Level 7

Angel
Angel Cost: 3000[gold]
Damage: 50
Attack: 20
Defense: 20
Angel Health: 200
Speed: Extra Quick (12 hexes)
Flying: Yes
Shots: None
Special: Does 150% damage against Devils/Archdevils.
Description: With their great offensive and defensive power and flying ability, Angels and Archangels are among the mightiest creatures in the game.
Archangel
Archangel Cost: 5000[gold]
Damage: 50
Attack: 30
Defense: 30
Archangel Health: 250
Speed: Very Fast (18 hexes)
Flying: Yes
Shots: None
Special: Does 150% damage against Devils/Archdevils. Can completely resurrect a dead or damaged friendly stack once per battle.
Description: With their great offensive and defensive power and flying ability, Angels and Archangels are among the mightiest creatures in the game.

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