Troops

Armies are built from nine troop types. Infantry holds the line, cavalry strikes hard, scouts gather intelligence, siege breaks walls, and highborn sway allegiance.

Per-unit cost and base training time at world build speed ×1 and recruit building level 1. Every level of barracks, stable, workshop, and academy shortens training time for that building by 6% (e.g. level 10 ≈ 54% faster, level 20 ≈ 114% faster).

UnitWoodClayIronPopTrain timeAtkDef vs infDef vs cavSpeedCarry
Spearguard55358116m 0s12184817m28
Blademaster352875126m 0s22551823m12
Bloodedge653538119m 0s4512617m14
Shadowrider455525214m 0s0324m·
Windriders13090240433m 0s14024309m90
Banner Knights21516058061h 5m 0s1682209011m45
Doomhorn32018021051h 12m 30s3255528m·
Trebuchet3404209581h 55m 0s110905528m·
Highborn3800052000480001001d 0h 0m 0s351106032m·

Spearguard

Infantry

The Spearman is inexpensive defensive infantry that holds your front line against cavalry charges. His attack is limited, but his low cost and useful carry capacity let him accompany small raids early in the game. Make him your first choice when preparing for cavalry heavy assaults.

Blademaster

Infantry

The Swordmaster is a defensive unit built to resist infantry attacks. Heavy equipment makes him slow, and his carry capacity is poor. Keep him at home or send him as support to defend allied villages and walls instead of relying on him for distant campaigns or raids.

Bloodedge

Infantry

The Axeman is assault infantry trained to break enemy lines with high attack power. His defense and carry capacity are both weak. Use him as the striking infantry core of your main attacking armies instead of leaving him in the garrison or recruiting him solely to haul loot.

Shadowrider

Scout

The Shadow Rider is an exceptionally fast reconnaissance unit trained to gather intelligence from another village, not to fight or carry loot. At the target, Shadow Riders enter a separate skirmish against enemy Shadow Riders. On defense they are useful only against hostile scouts and add no power against infantry or cavalry.

Windriders

Cavalry

The Raider is light cavalry made for rapid attacks on distant villages. Its speed, strong attack, and generous carry capacity make it excellent at seizing resources and returning quickly. Thin armor leaves it weak on defense, so do not treat Raiders as the foundation of a garrison.

Banner Knights

Cavalry

The Banner Knight has the greatest individual combat power in the army on both attack and defense, with an especially formidable defense. This elite cavalry is costly, consumes substantial population, and moves more slowly than Raiders. Its carry capacity is modest for the investment, so reserve it for critical assaults and strong defensive lines rather than routine looting.

Doomhorn

Siege

The Doomhorn is a siege engine that reduces the enemy wall level during a successful assault. Its infantry crew makes it count as an infantry unit in battle calculations. It is not expected to win battles alone, so always send it behind a strong attacking army.

Trebuchet

Siege

The Trebuchet targets the eligible enemy building you choose in the attack window. The Wall is also a valid target, and its damage is applied before the main battle is calculated. The Underground Storehouse can never be targeted. If the chosen building is gone or no longer eligible when the army arrives, the barrage deals no damage and the report says that the target was not found. Its infantry crew makes it count as an infantry unit in battle calculations. Trebuchets are valuable and slow, so protect them with enough troops.

Highborn

Highborn

The Highborn is a special unit used to conquer player villages. A successful attack with at least one surviving Highborn reduces a village's starting allegiance of 100 by a random 13 to 33 once per assault. Sending more Highborn in the same attack does not increase the allegiance loss. If this reduction brings allegiance to zero, the village is conquered at the end of that attack.

Read the Highborn and conquest guide