Fighting Units
- Every army in Shadowmere must be able to deal damage to the enemy and absorb enemy damage. This is called Damage and Absorption. To this end there are several troop types available.
| Combat Troop |
Short Description |
Dam./Abs. |
| Fighters |
Fighters are the bread and butter of any attack or defending force. Clad in simple chain armor, these men and women are trained in a variety of close combat weapons for the defense of the kingdom. With a good balance between attack power and defensive ability, they can be a cost efficient unit to fill gaps in any army depending on the training race. They are the essential for Raiding and contribute to a Military Attack, but do not factor significantly in Bombarding. Fighters are capable of equipping Weapons and Armor to further increase their combat capabilities. |
1/1 |
| Rangers |
Rangers are the explorers and scouts on any kingdom. Proficient at hunt and tracking, these men and women range far from the kingdom in search of adventure and enemies and then return to defend the kingdom in times of need. The standard wear for rangers is a flexible leather jerkin and they generally carry with them a bow and hunting knife. They are almost as dangerous as Fighters in combat, though their lighter arms and armor hurt their ability to damage and survivability in comparison to the better equipped Fighter When patrolling from Guard Towers, rangers protect your kingdoms from Thieves and Assassins, catching more of them before they can reach their targets and increasing the chance of failure for the covert operation. Rangers gain benefits when equipping Weapons and Armor. |
0.8/0.6 |
| Clerics |
Clerics are the holy men of any kingdom. Though normally pacifistic in nature, all clerics will answer the call to arms if needed. Though divine magics, a cleric can keep even the most maimed man alive to fight again. In battle, they run triage and, using their magic, can shield fellow soldiers from physical and magical harm. A well balanced army will always have more than a few clerics within it.Because of their high defensive rating and low attack power, clerics pair well with Archers and Assassins, which have high attack power but are very weak defensively. |
0.15/2 |
| Archers |
Archers use their skills to attack the enemy, defend your kingdom, and are particularly useful in Bombardments. They are the "light artillery" of Shadowmere. Because they generally must operate from an exposed position, the only real problem is keeping them alive in combat. At close combat they excel not at all - these are distance weapons delivery folk. Archers are used to inflict damage and do not provide much absorption at all. If you keep an equal number of Clerics as archers then the Clerics will shield the Archers in battle. |
2/0.15 |
| Thieves |
Thieves are poor in combat because they devote their lives to relieving others of excessive wealth or equipment and avoiding direct confrontation. The "professional thief" is generally hired to acquire more valuable things such as gold, Equipment, and other hard-to-come-by commodities .When expecting a covert strike from an enemy it is not a bad idea to have your own thieves patrolling your lands. |
0.8/0.8 |
| Assassins |
Assassins are expert killers and good at covert missions where getting in and out undetected is necessary. Though best suited for stealth killing, in combat they do deal damage to an opponent. When expecting a covert strike from an enemy it is not a bad idea to have your own assassins patrolling your lands. Assassins are able to deal amazing damage during combat but die after completing their mission unless coupled with Clerics. It is prudent to keep a Cleric for every Assassin so that they don't die as often in combat. |
2/0.05 |
| Mages |
These scholars of magic hold the terrifying ability to turn the tides in every battle. Though they cannot use Weapons or pieces of Armor and alone even the most accomplished spellcrow can do little aside from offering spell resistance, when paired with a fighting man or woman they impart their skills to make one ferocious soldier. One Mage to one fighter, cleric or archer is the proper ratio for a deadly army. On covert missions Mages are half as effective, since they cannot possibly accompany thieves and assassins into enemy lands. Mages prove to be useful in peacetime as well by excelling in the production of Mana and the research of the Magic spheres when housed in their immaculate Mage towers. |
Military Hardware
| Hardware |
Short Description |
| Weapons |
Weapons increase attack strength for all troops but Mages. |
| Armor |
Armor increases the absorption of all troops but Mages. |
| War Machines |
War machines are manned by Laborers in battle. In Military Combat their damage/absorption is 5/0.0001 for every 100% of their xp. In Bombarding they have 15/1 for every 100% of their xp. They do not participate in other types of battle. To see how many labs are needed per war machine and how many of them are manned at any moment, check the Warfare screen. Non-manned War Machines do not take part in battles. |
| Deflectors |
Deflectors are manned by Laborers in battle. In Military Combat their damage/absorption is 0.0001/5 for every 100% of their xp. In Bombarding they have 1/15 for every 100% of their xp. They do not participate in other types of battle. To see how many labs are needed per Deflector and how many of them are manned at any moment, check the Warfare screen. Non-manned Deflectors do not take part in battles. While any race can use them, only Gnomes are capable of building them. |
Other Units
| Other Units |
Short Description |
| Laborers |
Laborers are general workers. They are skilled in the construction of Buildings and Equipment. They also work your War machines, amount of laborers per machine varies for every race. Check your detailed status for details. Besides working the war machines, they do not have value in combat. Laborers are very important, however, because they build up your kingdom. Only laborers can construct the Buildings which house, feed, defend, and entertain your people. The more laborers you have, the faster you will build. Building Smithies and Castles as well as studying construction skill helps your laborers construct buildings faster. |
| Scholars |
Scholars are those who have devoted their entire lives to the advancement of life for everyone. They spend their time studying new and improved ways of doing things. Scholars are necessary because they research everything your kingdom needs: Equipment, Spells, Economy, Construction...
Besides studying, they do not have much of a purpose. Do not overlook scholars however, as they provide your kingdom with much knowledge and advanced skills which you will need. Building Schools or Castles and having more scholars will increase your rate of studying. The more you study one area, the harder it will be to raise its ability, so you need to hire more scholars and make more schools or castles. They have no fighting value, however they do defend against Poison water. It is a good idea to keep a few scholars for your defence. |
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