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Units

Units are raised in the Muster Hall of a stronghold and stay there until you send them out in a host. Fighting units win battles; support units carry cargo, settle, salvage, scout and work the land. Every unit, of either kind, takes part in a battle when it is attacked.

Reading the stats

Might
The damage of one blow. Raised 10% per Weaponsmithing level.
Ward
A shield that absorbs blows before they reach fortitude. It is restored at the start of every clash, and blows weaker than 1% of the full ward glance off. Raised 10% per Warding level.
Fortitude
How much damage a unit takes before it falls: one tenth of its iron and runestone cost. Raised 10% per Armoursmithing level.
Load
Resources (and the march's aether) one unit can carry. Raised 5% per Planar Lore level.
Speed and drive
Each unit moves by a drive: on foot and wheel (Pathfinding, +10% speed per level), mounted (Beastmastery, +20% per level) or along the ley roads (Leystriding, +30% per level). Some units switch to a faster drive once you know enough lore. A host moves at the speed of its slowest unit.
Aether on the march
The unit's base aether cost in the march formula.

The Warlord adds two levels to all three war disciplines in battle, and the Order of Blades one more. Kindred buildings and arts add might, ward and fortitude to the units of their stronghold.

The flurry entries list which targets a unit strikes again, with the flurry value and the chance of each extra strike.

Overview

Fighting units

Unit Iron Runestone Aether Might Ward Fortitude Load Speed Aether on the march
Skirmishers 3,000 1,000 — 50 10 400 50 12,500 20
Men-at-Arms 6,000 4,000 — 150 25 1,000 100 10,000 75
Lancers 20,000 7,000 2,000 400 50 2,700 800 15,000 300
Knights 45,000 15,000 — 1,000 200 6,000 1,500 10,000 500
Eagle Riders 30,000 40,000 15,000 700 400 7,000 750 10,000 250
Siege Train 50,000 25,000 15,000 1,000 500 7,500 500 4,000† 700
Battlemages 60,000 50,000 15,000 2,000 500 11,000 2,000 5,000 1,000
War Colossus 5,000,000 4,000,000 1,000,000 200,000 50,000 900,000 1,000,000 100 1
Reavers (Warlord) 85,000 55,000 20,000 2,800 700 14,000 10,000 7,000 1,100
Rangers (Wayfarer) 8,000 15,000 8,000 200 100 2,300 10,000 12,000 300

Support units

Unit Iron Runestone Aether Might Ward Fortitude Load Speed Aether on the march
Pack Train 2,000 2,000 — 5 10 400 5,000 5,000† 10
Wagon Train 6,000 6,000 — 5 25 1,200 25,000 7,500 50
Settler Caravan 10,000 20,000 10,000 50 100 3,000 7,500 2,500 1,000
Scavenger Carts 10,000 6,000 2,000 1 10 1,600 20,000 2,000† 300
Raven — 1,000 — 0.01 0.01 100 — 100,000,000 1
Sun Prism — 2,000 500 1 1 200 — immobile —
Delver Golem (Guildmaster) 2,000 2,000 1,000 1 1 400 — immobile —

† A better drive is available with more lore; see the unit.

Fighting units

Skirmishers

Fast, cheap light troops. The backbone of an early army.

Role: fighting
Requires: Muster Hall 1, Pathfinding 1
Cost: 3,000 iron · 1,000 runestone
Might 50 · Ward 10 · Fortitude 400 · Load 50
Drive: Pathfinding (foot and wheel): speed 12,500, 20 aether, +10% speed per Pathfinding level
Muster time: 48 min each in a level 1 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%)
Flurried by: War Colossus (200, 99.5%), Lancers (6, 83.3%), Rangers (3, 66.7%)

Men-at-Arms

Armoured infantry with mounted support. Shreds pack trains.

Role: fighting
Requires: Muster Hall 3, Armoursmithing 2, Beastmastery 2
Cost: 6,000 iron · 4,000 runestone
Might 150 · Ward 25 · Fortitude 1,000 · Load 100
Drive: Beastmastery (mounted): speed 10,000, 75 aether, +20% speed per Beastmastery level
Muster time: 1 h each in a level 3 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Pack Train (3, 66.7%)
Flurried by: War Colossus (100, 99%), Eagle Riders (4, 75%), Rangers (2, 50%)

Lancers

Swift heavy cavalry. Rides down skirmishers and archer towers.

Role: fighting
Requires: Muster Hall 5, Beastmastery 4, Stormcalling 2
Cost: 20,000 iron · 7,000 runestone · 2,000 aether
Might 400 · Ward 50 · Fortitude 2,700 · Load 800
Drive: Beastmastery (mounted): speed 15,000, 300 aether, +20% speed per Beastmastery level
Muster time: 1 h 48 min each in a level 5 Muster Hall (1× world)
Flurry against: Archer Tower (10, 90%), Skirmishers (6, 83.3%), Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%)
Flurried by: War Colossus (33, 97%), Eagle Riders (4, 75%), Rangers (3, 66.7%)

Knights

Elite armoured companies that travel the ley roads.

Role: fighting
Requires: Muster Hall 7, Leystriding 4
Cost: 45,000 iron · 15,000 runestone
Might 1,000 · Ward 200 · Fortitude 6,000 · Load 1,500
Drive: Leystriding (ley roads): speed 10,000, 500 aether, +30% speed per Leystriding level
Muster time: 3 h each in a level 7 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Rangers (5, 80%)
Flurried by: War Colossus (30, 96.7%), Eagle Riders (7, 85.7%), Reavers (7, 85.7%)

Eagle Riders

Sky cavalry on giant eagles that strikes knights and lancers from above.

Role: fighting
Requires: Muster Hall 8, Planar Lore 5, Leystriding 5, Pyromancy 12
Cost: 30,000 iron · 40,000 runestone · 15,000 aether
Might 700 · Ward 400 · Fortitude 7,000 · Load 750
Drive: Leystriding (ley roads): speed 10,000, 250 aether, +30% speed per Leystriding level
Muster time: 3 h 6 min each in a level 8 Muster Hall (1× world)
Flurry against: Knights (7, 85.7%), Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Lancers (4, 75%), Men-at-Arms (4, 75%), Pack Train (3, 66.7%), Wagon Train (3, 66.7%)
Flurried by: War Colossus (15, 93.3%), Battlemages (2, 50%)

Siege Train

Catapults and rams that tear fortifications apart.

Role: fighting
Requires: Muster Hall 8, Beastmastery 6, Sunfire Alchemy 5
Cost: 50,000 iron · 25,000 runestone · 15,000 aether
Might 1,000 · Ward 500 · Fortitude 7,500 · Load 500
Drive: Leystriding (ley roads) from Leystriding 8: speed 5,000, 700 aether, +30% speed per Leystriding level; Beastmastery (mounted): speed 4,000, 700 aether, +20% speed per Beastmastery level
Muster time: 3 h 20 min each in a level 8 Muster Hall (1× world)
Flurry against: Archer Tower (20, 95%), Firebolt Tower (20, 95%), Flame Spire (10, 90%), Storm Pylon (10, 90%), Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Catapult Tower (5, 80%), Sunfire Bastion (5, 80%)
Flurried by: War Colossus (25, 96%), Reavers (4, 75%)

Battlemages

War wizards whose fire breaks eagles and firebolt towers.

Role: fighting
Requires: Muster Hall 9, Leystriding 6, Planar Lore 5
Cost: 60,000 iron · 50,000 runestone · 15,000 aether
Might 2,000 · Ward 500 · Fortitude 11,000 · Load 2,000
Drive: Leystriding (ley roads): speed 5,000, 1,000 aether, +30% speed per Leystriding level
Muster time: 4 h 24 min each in a level 9 Muster Hall (1× world)
Flurry against: Firebolt Tower (10, 90%), Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Eagle Riders (2, 50%)
Flurried by: War Colossus (5, 80%), Reavers (3, 66.7%)

War Colossus

A walking suit of rune-plate bound with a titan's soul. Can sunder Skyholds.

Role: fighting
Requires: Muster Hall 12, Titan Binding 1, Leystriding 7, Planar Lore 6
Cost: 5,000,000 iron · 4,000,000 runestone · 1,000,000 aether
Might 200,000 · Ward 50,000 · Fortitude 900,000 · Load 1,000,000
Drive: Leystriding (ley roads): speed 100, 1 aether, +30% speed per Leystriding level
Muster time: 11 d 12 h each in a level 12 Muster Hall (1× world)
Flurry against: Raven (1,250, 99.9%), Sun Prism (1,250, 99.9%), Delver Golem (1,250, 99.9%), Pack Train (250, 99.6%), Wagon Train (250, 99.6%), Settler Caravan (250, 99.6%), Scavenger Carts (250, 99.6%), Skirmishers (200, 99.5%), Archer Tower (200, 99.5%), Firebolt Tower (200, 99.5%), Men-at-Arms (100, 99%), Flame Spire (100, 99%), Storm Pylon (100, 99%), Catapult Tower (50, 98%), Lancers (33, 97%), Knights (30, 96.7%), Rangers (30, 96.7%), Siege Train (25, 96%), Eagle Riders (15, 93.3%), Reavers (10, 90%), Battlemages (5, 80%)

Reavers

Warlord raiders who strip the spoils field after a victory.

Role: fighting
Calling: only a Warlord can raise it
Requires: Muster Hall 10, Planar Lore 6, Leystriding 7, Warding 6
Cost: 85,000 iron · 55,000 runestone · 20,000 aether
Might 2,800 · Ward 700 · Fortitude 14,000 · Load 10,000
Drive: Leystriding (ley roads): speed 7,000, 1,100 aether, +30% speed per Leystriding level
Muster time: 5 h 5 min each in a level 10 Muster Hall (1× world)
Flurry against: Knights (7, 85.7%), Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Siege Train (4, 75%), Battlemages (3, 66.7%)
Flurried by: War Colossus (10, 90%)

Rangers

Wayfarer scouts who salvage spoils and double quest finds.

Role: fighting
Calling: only a Wayfarer can raise it
Requires: Muster Hall 5, Leystriding 2, Warding 4
Cost: 8,000 iron · 15,000 runestone · 8,000 aether
Might 200 · Ward 100 · Fortitude 2,300 · Load 10,000
Drive: Leystriding (ley roads): speed 12,000, 300 aether, +30% speed per Leystriding level
Muster time: 1 h 32 min each in a level 5 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%), Skirmishers (3, 66.7%), Lancers (3, 66.7%), Men-at-Arms (2, 50%)
Flurried by: War Colossus (30, 96.7%), Knights (5, 80%)

Support units

Pack Train

Mules and handcarts. Cheap and nimble cargo.

Role: support
Requires: Muster Hall 2, Pathfinding 2
Cost: 2,000 iron · 2,000 runestone
Might 5 · Ward 10 · Fortitude 400 · Load 5,000
Drive: Beastmastery (mounted) from Beastmastery 5: speed 10,000, 20 aether, +20% speed per Beastmastery level; Pathfinding (foot and wheel): speed 5,000, 10 aether, +10% speed per Pathfinding level
Muster time: 32 min each in a level 2 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%)
Flurried by: War Colossus (250, 99.6%), Men-at-Arms (3, 66.7%), Eagle Riders (3, 66.7%)

Wagon Train

Great covered wagons that carry the wealth of a realm.

Role: support
Requires: Muster Hall 4, Pathfinding 6
Cost: 6,000 iron · 6,000 runestone
Might 5 · Ward 25 · Fortitude 1,200 · Load 25,000
Drive: Pathfinding (foot and wheel): speed 7,500, 50 aether, +10% speed per Pathfinding level
Muster time: 57 min each in a level 4 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%)
Flurried by: War Colossus (250, 99.6%), Eagle Riders (3, 66.7%)

Settler Caravan

Families and builders who found a new hold on an empty site.

Role: support
Requires: Muster Hall 4, Beastmastery 3
Cost: 10,000 iron · 20,000 runestone · 10,000 aether
Might 50 · Ward 100 · Fortitude 3,000 · Load 7,500
Drive: Beastmastery (mounted): speed 2,500, 1,000 aether, +20% speed per Beastmastery level
Muster time: 2 h 24 min each in a level 4 Muster Hall (1× world)
Flurry against: Raven (5, 80%), Sun Prism (5, 80%), Delver Golem (5, 80%)
Flurried by: War Colossus (250, 99.6%)

Scavenger Carts

Hand carts that gather arms and spent runes from spoils fields.

Role: support
Requires: Muster Hall 4, Pathfinding 6, Warding 2
Cost: 10,000 iron · 6,000 runestone · 2,000 aether
Might 1 · Ward 10 · Fortitude 1,600 · Load 20,000
Drive: Leystriding (ley roads) from Leystriding 15: speed 6,000, 300 aether, +30% speed per Leystriding level; Beastmastery (mounted) from Beastmastery 17: speed 4,000, 300 aether, +20% speed per Beastmastery level; Pathfinding (foot and wheel): speed 2,000, 300 aether, +10% speed per Pathfinding level
Muster time: 1 h 16 min each in a level 4 Muster Hall (1× world)
Flurried by: War Colossus (250, 99.6%)

Raven

A spell-bound messenger that outpaces everything. Scouts rival strongholds.

Role: support
Requires: Muster Hall 3, Pathfinding 3, Spycraft 2
Cost: 1,000 runestone
Might 0.01 · Ward 0.01 · Fortitude 100 · Load 0
Drive: Pathfinding (foot and wheel): speed 100,000,000, 1 aether, +10% speed per Pathfinding level
Muster time: 6 min each in a level 3 Muster Hall (1× world)
Flurried by: War Colossus (1,250, 99.9%), Skirmishers (5, 80%), Men-at-Arms (5, 80%), Lancers (5, 80%), Knights (5, 80%), Eagle Riders (5, 80%), Siege Train (5, 80%), Battlemages (5, 80%), Reavers (5, 80%), Rangers (5, 80%), Pack Train (5, 80%), Wagon Train (5, 80%), Settler Caravan (5, 80%)

Sun Prism

Focuses sunlight into mana. Best in the hot south. Cannot move.

Role: support
Requires: Muster Hall 1
Cost: 2,000 runestone · 500 aether
Might 1 · Ward 1 · Fortitude 200 · Load 0
Movement: cannot leave its stronghold
Muster time: 24 min each in a level 1 Muster Hall (1× world)
Flurried by: War Colossus (1,250, 99.9%), Skirmishers (5, 80%), Men-at-Arms (5, 80%), Lancers (5, 80%), Knights (5, 80%), Eagle Riders (5, 80%), Siege Train (5, 80%), Battlemages (5, 80%), Reavers (5, 80%), Rangers (5, 80%), Pack Train (5, 80%), Wagon Train (5, 80%), Settler Caravan (5, 80%)

Delver Golem

Guildmaster golems that work the mines: +0.02% yield each. Cannot move.

Role: support
Calling: only a Guildmaster can raise it
Requires: Muster Hall 5, Pathfinding 4, Armoursmithing 4, Pyromancy 4
Cost: 2,000 iron · 2,000 runestone · 1,000 aether
Might 1 · Ward 1 · Fortitude 400 · Load 0
Movement: cannot leave its stronghold
Muster time: 16 min each in a level 5 Muster Hall (1× world)
Flurried by: War Colossus (1,250, 99.9%), Skirmishers (5, 80%), Men-at-Arms (5, 80%), Lancers (5, 80%), Knights (5, 80%), Eagle Riders (5, 80%), Siege Train (5, 80%), Battlemages (5, 80%), Reavers (5, 80%), Rangers (5, 80%), Pack Train (5, 80%), Wagon Train (5, 80%), Settler Caravan (5, 80%)