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Required Skill : Melee 1+ |
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Speed – Low |
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Melee - Low |
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HP per Unit - 360 |
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Field of Vision – Small (A bit smaller than Archers) |
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# of Units - 25 |
Mediocre melee fighters. Can block arrows. |
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Required Skill : Melee 10+ |
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Speed – Low |
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Melee – Mid |
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HP per Unit - 375 |
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Field of Vision – Small (A bit smaller than Archers) |
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# of Units - 25 |
Better melee fighters than Infantry. Can block arrows. |
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Required Skill : Melee 15+ |
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Speed – Low |
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Melee – High |
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HP per Unit - 390 |
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Field of Vision – Small (A bit smaller than Archers) |
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# of Units - 25 |
One of the strongest melee fighters. Can block arrows. But the slowest infantry unit, and weak to lightning. |
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Required Skill : Melee 15+, Holy 6+ |
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Speed – Low |
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Melee – High |
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HP per Unit - 400 |
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Field of Vision – Small (A bit smaller than Archers) |
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# of Units - 25 |
Although not as strong as Knights, Paladins can cast Curatio, Holy Explosion, Bless and Heal. Other units can also cast Curatio, Holy Explosion does not have much effect, and Bless and Heal cannot be used simultaneously with Curatio. They are not much of use. |
- Curatio : Healing spell
- Holy Explosion : Regenerates Paladin’s HP for a while and increases defense
rate.
- Bless and Heal : Regenerates HP of friendly forces nearby, and negates the
additional damage of enemy Magic Boost. But Paladins cannot cast Curatio
while using Bless and Heal. |
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Required Skill : Melee 2+, Frontal Attack 3+ |
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Speed – Low |
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Melee – Low |
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HP per Unit - 417 |
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Field of Vision – Small (A bit smaller than Archers) |
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Frontal Attack – Highest |
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# of Units - 24 |
A bit weaker than Infantry in melee fighting, but absolutely necessary to fend off enemy Cavalry. Careful control is required, as they cannot counter enemy Cavalry while engaged in melee combat with enemy Infantry. |
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Required Skill : Melee 5+, Frontal Attack 2+, Riding 2+ |
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Speed – High |
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Melee – High |
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HP per Unit - 833 |
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Field of Vision – Small (A bit larger than Archers) |
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Frontal Attack – Mid |
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# of Units - 12 |
Horse riders armed with huge lances. Even though they are strong melee fighters, their true strength shines when they punch through enemy Infantry units at high speed, which also earns SP. Be careful against Spearmen or Axemen, as Cavalry are very weak against them. |
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Required Skill : Melee 7+, Frontal Attack 5+, Riding 5+ |
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Speed – High |
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Melee – High |
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HP per Unit - 833 |
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Field of Vision – Small (A bit larger than Archers) |
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Frontal Attack – Mid |
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# of Units - 12 |
The strongest melee fighters and better than Cavalry overall. |
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Required Skill : Melee 10+, Riding 10+, Frontal Attack 8+ |
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Speed – Highest |
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Melee – High |
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HP per Unit - 1429 |
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Field of Vision – Largest |
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# of Units - 7 |
Effective against enemy ground and aerial units with the high speed and large field of vision. Be careful against Archers. |
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Required Skill : Melee 1+, Range 1+ |
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Speed – Low (but the fastest walking unit, except Sappers) |
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Field of Vision – Small |
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Melee – Low |
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# of Units - 16 |
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HP per Unit - 300 |
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Range – Mid |
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Ranged Attack – Low |
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Basic anti-air/range unit for Human Alliance |
- Fire Arrow : Adds fire damage and ignite objects.
- Direct Arrow : Shoots arrows directly at a low angle to double the damage at a
cost of range
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Required Skill : Melee 3+ Range 7+ |
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Speed – Low |
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Range – Mid |
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Melee – Low |
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# of Units - 16 |
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HP per Unit - 300 |
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Field of Vision – Small (A bit larger than Archers) |
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Ranged Attack – Mid |
Has a longer range than Archers. They can also use Fire Arrow, Direct Arrow, and learn one more ability including magic spells. |
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Required Skill : Melee 9+, Gunpowder 12+, Teamwork 8+ |
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Speed – Low |
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Melee – Low |
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HP per Unit - 400 |
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Field of Vision – Small |
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Ranged Attack – Mid |
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Range – High |
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# of Units - 16 |
They can only attack ground units, but can target those in the woods. Deals a great amount of damage, but weak against enemy archers. |
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Required Skill : Melee 1+, Teamwork 1+ |
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Speed – Low (But highest among walking units) |
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Melee – Mid |
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HP per Unit - 300 |
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Field of Vision – Small |
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# of Units - 25 |
Although they only have a mediocre melee ability, they can turn the tide with trap setting/removal and high speed. Their performance can vary greatly depending on the player’s skill. |
- Trap : Traps can be set. Traps will be activated when enemies step over them.
Once set, traps can be activated up to 10 times.
- Remove : Sappers can detect enemy traps and remove them to earn SP.
- Open Watergate : A watergate can be opened to flush down enemy. Only used
in Single mode.
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Required Skill : Melee 4+, Teamwork 4+, Gunpowder 5+ |
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Speed – Low |
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Melee – Mid |
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HP per Unit - 300 |
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Field of Vision – Small |
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# of Units - 25 |
Other than the fact that they can set mines, they are very similar to Sappers. They get healed the most with healing spells. |
Mine : Charge explosive mines. The mines do more damage than traps, and inflict fire damage as well. |
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Required Skill : Melee 9+, Gunpowder 12+, Teamwork 8+ |
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Speed – High |
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Ranged Attack – Mid |
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HP per Unit - 2500 |
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Field of Vision – Largest |
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# of Units - 4 |
Anti ground bomber on the Human Alliance side. They can inflict splash damage and have good defense. |
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Required Skill : Melee 6+, Range 6+, Teamwork 10+ |
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Speed – Lowest |
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Melee – Low |
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HP per Unit - 3333 |
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Field of Vision – Mid |
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Ranged Attack – Highest |
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Range – Highest |
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# of Units - 3 |
Ranged castle siege weapon with a very long range. Can attack both air and ground, inflict great damage, but become disabled while engaged in melee fight and are very slow. |
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Required Skill : Melee 3+, Range 3+, Teamwork 4+ |
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Speed – Slowest |
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Melee – Low |
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HP per Unit - 3333 |
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Field of Vision – Mid |
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Ranged Attack – High |
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Range – Highest |
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# of Units - 3 |
Has the longest range. They can only attack ground, inflict great damage, but become disabled while engaged in melee fight and are very slow. |
- Firepot : Shoot a pot of burning oil. Shorter range than normal attack and more
SP spent. |
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