Units
Every unit side by side: stats, cost and what the gold buys.
Every unit is trained in a building and costs its price once, then its upkeep every minute while it lives. Pawns are the exception: the castle sends them to the gold mines for free. Click a header to sort a table.
Base stats
| 1 | 20 | 12 | 1 | 110 | 7 | 1.4 | 44 | 55 | 283 | |
| 1 | 25 | 15 | 1.25 | 95 | 6 | 1.2 | 57 | 120.2 | 283 | |
| 1 | 25 | 15 | 1.25 | 90 | 8 | 1.25 | 140 | 135 | 283 | |
| 2 | 40 | 25 | 2 | 80 | heals 5 | 1.75 | 50 | 121.5 | 283 | |
| 2 | 30 | 15 | 1.5 | 60 | 6 | 1 | 40 | 168.8 | 566 | |
| 1 | free | — | — | 40 | 3 | 1.2 | 30 | 121.5 | 283 |
Combat and efficiency
| 5 | 25 | 5.5 | 5 % | × 1 | |
| 5 | 20 | 3.8 | 5 % | × 2.18 | |
| 6.4 | 25.6 | 3.6 | 5 % | × 2.45 | |
| 2.86 heal | — | 2 | 5 % | × 2.21 | |
| 6 | 20 | 2 | 5 % | × 3.07 | |
| 2.5 | — | — | — | × 2.21 |
Distances are world units: a warrior's sword reaches 44, an archer's bow 140. They are the same in every direction: the ground is flat, and the rings round a unit are only drawn flattened, as if seen at an angle, so up and down the screen a unit reaches a little past its ring. A group walking one path keeps the pace of its slowest unit, so warriors slow down a mixed column.