Military and Invasion
Military units vary by races. Each race has a different set of units, and these units have 3 attributes: Offensive power, Defensive power, and special ability. The only commonality between the races is that each has a base offensive and defensive unit, and all have two "special" units. When you are attacking, the offensive power of your units, together with their special ability (positive or negative), and summed together, and this becomes your attacking strength. Bonuses are applied after being summed together first, and pitted against your target's defensive strength. When you are on the defense, the defensive power of the units you have at home (that is, those that have not been sent on an attack, and those that are not in training) are summed together, and then the summed bonuses are applied. To determine the success of the attack, the actual numbers are used to determine success and failure. There is no randomness involved in attacking. Much has been highlighted in the last paragraph because it contains the most vital information in the game. Be sure you read and understand it :) Below are the military units, broken down by race. Costs are given in the units of p (platinum) and r (ore). You need 1 draftee for every unit you are trying to train. Draftees, for all races, have 0 offensive power, and 1 defensive power.
Good Races
Human
Unit Offensive Strength Defensive Strength Special Ability Cost
Spearmen: 3 0 - 275p, 25r
Archer: 0 3 - 275p, 10r
Knight: 2 6 25% fewer casualties 1000p, 75r
Cavalry: 6 3 Returns 3 hours faster from battle 1250p, 100r
Dwarf
Unit Offensive Strength Defensive Strength Special Ability Cost
Soldier: 3 0 - 275p, 25r
Miner: 0 3 Every 2 miners produce 1 ore per hour 350p, 25r
Cleric: 4 4 Reduces combat losses 800p, 0r
Warrior: 7 2 None 1250p, 110r
Wood Elf
Unit Offensive Strength Defensive Strength Special Ability Cost
Ranger: 3 0 - 275p, 25r
Longbowman: 0 4 - 325p, 10r
Mystic: 0 4* * Increases power by 1 for every 20% forest (buildings inclusive)  -More details (A) 1075p, 0r
Druid: 3* 1* * Increases power by 1 for every 20% forest (buildings inclusive)  -More details (A) 1100p, 0r
Halfling
Unit Offensive Strength Defensive Strength Special Ability Cost
Slinger: 3 0 - 275p, 15r
Defender: 0 3 - 300p, 0r
Staff Master: 5 3 40% fewer casualties 900p, 25r
Master Thief: 2 4 Also counts as 1/5 of a Spy on offense, and 1/3 of a spy on defense (but cannot be targeted by the Disband Spies spell) 900p, 30r
Merfolk
Unit Offensive Strength Defensive Strength Special Ability Cost
Mermen: 3 0 No boats needed 275p, 0r
Sirens: 0 3 - 300p, 0r
Kraken: 4 2 Sinks boats when attacking, No boats needed 600p, 0r
Leviathan: 0 7 Sinks boats when defending 1350p, 0r
Sylvan
Unit Offensive Strength Defensive Strength Special Ability Cost
Satyr: 3 0 - 275p, 0r
Sprite: 0 3 - 300p, 0r
Dryad: 0 3* Counts as 1/2 wizard on defense, 1/5 wizard on offense (cannot be targeted by Wizard Assassination), * Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7 1050p, 0r
Centaur: 5 2 Returns 3 hours faster from battle, 15% fewer casualties 900p, 90r
Gnome
Unit Offensive Strength Defensive Strength Special Ability Cost
Suicide Squad: 4 0 Squad Suffers 50% casualties (ALWAYS, regardless of casualty bonuses) 200p, 50r
Tinker: 0 3 - 300p, 5r
Rockapult: 2 4* * Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. 675p, 330r
Juggernaut: * 3 * Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between 75% and 85% of your land, Juggernaut's Power is 6. Over 85% of your land, and Juggernaut's Power is 7. 775p, 550r
Firewalker
Unit Offensive Strength Defensive Strength Special Ability Cost
Fire Sprite: 3 0 - 300p, 0r
Flamewolf: 0 3 - 300p, 0r
Phoenix: 0 4.5 Cannot be killed except by Icekin. 925p, 0r
Salamander: 5 3 50% fewer casualties when attacking 925p, 0r
Evil Races
Goblin
Unit Offensive Strength Defensive Strength Special Ability Cost
Raider: 3 0 - 325p, 25r
Shaman: 0 3 Reduces losses in combat 375p, 15r
Hobgoblin: 5 3 Plunders resources on Attack 1000p, 80r
Wolf Rider: 6 2 Returns 3 hours faster from battle 1300p, 130r
Troll
Unit Offensive Strength Defensive Strength Special Ability Cost
Brute: 4 0 - 350p, 25r
Ogre: 0 3 - 300p, 25r
Basher: 5* 2* * Automatic regeneration causes fewer casualties. Against Goblin, Wood Elf and Kobold is 6,3. 1000p, 100r
Smasher: 7* 7 * Against Goblin and Kobold is 8 attack power. 1450p, 150r
Dark Elf
Unit Offensive Strength Defensive Strength Special Ability Cost
Swordsman: 4 0 - 325p, 25r
Gargoyle: 0 3 - 300p, 15r
Adept: 2* 4* * Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus of +5/+5 (making the Adept maximum 7/9)  -More details (A) 1000p, 55r
Spirit Warrior: 5.5* 0 Flight (no need for boats). Against Dominions less than 75% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 75% - 95% of your size, Spirit Warrior has 6 offense and ALMOST Never Dies. Against Dominions of 95% of your size or greater, Spirit Warrior has 6.5 offense and ALMOST Never Dies  -More details (B). 1050p, 55r
Undead
Unit Offensive Strength Defensive Strength Special Ability Cost
Skeleton: 2.5 0 ALMOST Never Dies  -More details (C) 225p, 0r
Ghoul: 0 2.5 ALMOST Never Dies  -More details (C) 225p, 0r
Progeny: 2 4 ALMOST Never Dies, some enemy units killed in battle turn into Ghouls/Skeletons and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats)  -More details (C) 900p, 0r
Vampire: 4 3 ALMOST Never Dies. Attacking a target 65% of your land size or larger, and some enemy units killed in battle turn into Progeny and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 65% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats)  -More details (C) 1000p, 0r
Lycanthrope
Unit Offensive Strength Defensive Strength Special Ability Cost
Scavenger: 3 0 - 300p, 25r
Ratman: 0 3 - 250p, 0r
Werewolf: 3 4 25% fewer casualties on offense, 50% fewer casualties on defense 875p, 55r
Garou: 6 0 Some enemy units killed in battle turn into Werewolves and join your army IF BATTLE WON 1100p, 110r
Kobold
Unit Offensive Strength Defensive Strength Special Ability Cost
Grunt: 2 0 - 235p, 15r
Underling: 0 2 - 245p, 20r
Beast: 0 3* * For every one Beast, if you have one Overlord at home to match the Beast, then defensive power of the Beast increases by 2. -More details (D) 975p, 0r
Overlord: 3* 2 * For every one Overlord, if you have one Grunt being sent on the attack to match the Overlord being sent on the attack, the offensive power of the Overlord increases by 2. -More details (E) 875p, 55r
Lizardfolk
Unit Offensive Strength Defensive Strength Special Ability Cost
Reptile: 3 0 No boats needed 275p, 0r
Serpent: 0 3 - 275p, 0r
Chameleon: 4 4 Counts as 1/5 spy (cannot be targeted by Disband Spies spell), no boats needed 900p, 0r
Lizardmen: 6 2 No boats needed 1050p, 0r
Icekin
Unit Offensive Strength Defensive Strength Special Ability Cost
Icebeast: 3 0 - 300p, 0r
Snow Witch: 0 3 Reduces losses in combat 350p, 25r
FrostMage: 3 3* * Increases by 1 for every 20% mountains (buildings inclusive), maximum +3. 850p, 100r
Ice Elemental: 4* 2 * Increases by .85 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. 1100p, 0r
Orc
Unit Offensive Strength Defensive Strength Special Ability Cost
Savage: 4 0 - 375p, 0r
Guard: 0 3 - 300p, 25r
Voodoo Magi: 0 3* * Defensive power is increased 1 for every 600 prestige, maximum +2. 800p, 0r
Bone Breaker: 7* 2 * Offensive power is reduced by 1 for every 10% guard towers of defender, maximum -2. 1050p, 105r
The Nox
Unit Offensive Strength Defensive Strength Special Ability Cost
Imp: 3 0 - 300p, 0r
Fiend: 0 3 - 325p, 25r
Nightshade: 0 2* * Increases by 1 for every 10% CONSTRUCTED swamp buildings, maximum +4. 875p, 100r
Lich: 5 2 50% fewer casualties 1050p, 0r
More Details
A) Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages.
B) Spirit Warriors are NOT considered to be 'undead' units. Thus they are not affected by anything that would normally affect UNDEAD/SPIRIT units. However, attacks that fail by at least 20% will cause these units to die.
C) Never Dies is a loose term. There are several ways in which undead/spirit units may be killed, including by Humans using the Crusade spell, Goblin Shamans and Dwarven clerics. Also, attacking an enemy force and losing by at least 20% power will cause these units to die.
D) As an example, if you have 100 Beasts at home, and 50 Overlords at home, 50 of your beasts are 0/5, while the other 50 are 0/3. If you had 100 Beasts at home, and 200 Overlords at home, all 100 Beasts would be just 0/5.
E) As an example, if you have 100 Overlords attacking, and 50 Grunts attacking, 50 of your Overlords are 5/2, while the other 50 are 3/2. If you had 100 Overlords attacking, and 200 Grunts attacking, all 100 Overlords would be just 5/2.
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