//RACES//BUILDINGS//SPELLS//CHEATS//

//WALKTHROUGH//CARD GAME//

     

Legions            Undead                 Elves                 Clans            Empire

 
Leaders

Like other rod planters the Empires rod planter can heal her unit. That makes her a real thief killer.

 

Pegasus Knight Pegasus Knight
 
HP: 150
Armor: 0
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Ranger Ranger
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Falcon Arrow (80%)
Damage: 45
Source: Weapon
Initiative: 60
 
Reach: Any
Targets: 1
Archmage Archmage
 
HP: 65
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
 
Reach: All
Targets: 6
Archangel Archangel
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 40
Source: Life
Initiative: 10
 
Reach: Any
Targets: 1
Thief Thief
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Daggers (80%)
Damage: 30
Source: Weapon
Initiative: 60
 
Reach: Adj.
Targets: 1


 

Fighter Units

Personally I prefer the Defender of the Faith as front line soldier for the Empire. The double attack of the Holy Avenger isn't very powerful versus armored units, the Angel is only useful when you haven't got enough money to level up to level 5 and the Witch-Hunter with his immunity versus Mind based attacks is completely useless. Most of the time enemy paralyzers won't attack your front line anyway.

 

Squire Squire
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Sword (80%)
Damage: 25
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Knight Knight
 
HP: 150
Armor: 0
Immunities: None
Wards: None
Attack: Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Imperial Knight Imperial Knight
 
HP: 200
Armor: 0
Immunities: None
Wards: None
Attack: Lance (80%)
Damage: 75
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Angel Angel
 
HP: 225
Armor: 0
Immunities: None
Wards: None
Attack: Holy Lance (80%)
Damage: 125
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Paladin Paladin
 
HP: 175
Armor: 30
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 100
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Holy Avenger Holy Avenger
 
HP: 250
Armor: 0
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 75
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 2
Defender of the Faith Defender of the Faith
 
HP: 225
Armor: 30
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 125
Source: Weapon
Initiative: 70
 
Reach: Adj.
Targets: 1
Witch-Hunter Witch-Hunter
 
HP: 140
Armor: 0
Immunities: Mind
Wards: None
Attack: Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Inquisitor Inquisitor
 
HP: 150
Armor: 0
Immunities: Mind
Wards: None
Attack: Mace (80%)
Damage: 75
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1
Grand Inquisitor Grand Inquisitor
 
HP: 175
Armor: 0
Immunities: Mind
Wards: None
Attack: Mace (80%)
Damage: 100
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1


 

Ranged Attack Units

The archer is not one of the strongest units but putting your support line full of healers won't work. You need some extra attacking power for the finishing touch. The archers level up fast and are imperial assassins in no time. Their poisinous attack is perfect versus armored units because armor won't protect from the damage that poison does.

 

Archer Archer
 
HP: 45
Armor: 0
Immunities: None
Wards: None
Attack: Arrow (80%)
Damage: 25
Source: Weapon
Initiative: 60
 
Reach: Any
Targets: 1
Marksman Marksman
 
HP: 90
Armor: 0
Immunities: None
Wards: None
Attack: Arrow (85%)
Damage: 40
Source: Weapon
Initiative: 60
 
Reach: Any
Targets: 1
Imperial Assassin Imperial Assassin
 
HP: 135
Armor: 0
Immunities: None
Wards: None
Attack: Daggers (85%)
Attack2: Poison (75%)
Damage: 60
Source: Weapon
Initiative: 60
 
Reach: Any
Targets: 1


 

Mage Units

The wizards are the basic attack units who attacks 6 targets and are the only defense versus the Undead Hordes their deaths. Personally I think the Elementalist is useless. It looks interesting but takes an extra turn to do damage (he has to summon first) and the summoned creature dissapears when he dies. The titan is a more interesting unit but is very expensive though (750 for the building, 300 per unit). So be sure there is enough gold in the map for that.

 

Apprentice Apprentice
 
HP: 35
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 15
Source: Air
Initiative: 40
 
Reach: All
Targets: 6
Mage Mage
 
HP: 65
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
 
Reach: All
Targets: 6
Wizard Wizard
 
HP: 95
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 45
Source: Air
Initiative: 40
 
Reach: All
Targets: 6
White Wizard White Wizard
 
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 60
Source: Air
Initiative: 40
 
Reach: All
Targets: 6
Elementalist Elementalist
 
HP: 95
Armor: 0
Immunities: None
Wards: None
Attack: Summons (100%)
Damage: 0
Source: Air
Initiative: 40
 
Reach: Any
Targets: 1
Titan Titan
 
HP: 250
Armor: 0
Immunities: None
Wards: None
Attack: Smash (80%)
Damage: 60
Source: Weapon
Initiative: 50
 
Reach: Adj.
Targets: 1


 

Support Units

The Empire is very popular because of their healing units. By using healing units you finish most of the battles unharmed which gives you the oppurtunity to rush through the neutrals front line and level up fast.
There are two types of healers: the healers who focus on one unit and the team healers. The team healers are very useful versus mass attackers like mages, that's why I prefer them above healers who focus on one unit.


 

Acolyte Acolyte
 
HP: 45
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 20
Source: Life
Initiative: 10
 
Reach: Any
Targets: 1
Priest Priest
 
HP: 75
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 40
Source: Life
Initiative: 10
 
Reach: Any
Targets: 1
Imperial Priest Imperial Priest
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 80
Source: Life
Initiative: 10
 
Reach: Any
Targets: 1
Hierophant Hierophant
 
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Revive (100%)
Heal: 120
Source: Life
Initiative: 10
 
Reach: Any
Targets: 1
Cleric Cleric
 
HP: 75
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 20
Source: Life
Initiative: 10
 
Reach: All
Targets: 6
Matriarch Matriarch
 
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Cure (100%)
Heal: 40
Source: Life
Initiative: 10
 
Reach: All
Targets: 6
Prophetess Prophetess
 
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Cure (100%)
Heal: 70
Source: Life
Initiative: 10
 
Reach: All
Targets: 6


 

Summonable Units

The Living Armor with his immunity versus mind is of course perfect to attack the Undead Hordes Rod Planter with. The Golem with his earthquake is very useful to soften up enemy units. Including the units who have an immunity versus weapon because the Golem does earth damage.

 

Living Armor Living Armor
 
HP: 175
Armor: 0
Immunities: Mind, Poison
Wards: None
Attack: Great Sword (80%)
Damage: 65
Source: Weapon
Initiative: 55
 
Reach: Adj.
Targets: 1
Golem Golem
 
HP: 150
Armor: 50
Immunities: Earth, Poison
Wards: None
Attack: Earthquake (80%)
Damage: 70
Source: Earth
Initiative: 70
 
Reach: All
Targets: 6