This content started as AI-generated, then reviewed and corrected by a human editor against real sources. More reliable than AI-Generated, though not necessarily checked line by line.
Units / Troops
Units are trained in the Barracks (infantry), Stable (cavalry), Workshop (siege), and Residence/Palace (settlers & leaders).
Unit classes
- Infantry — trained in the Barracks. Both offensive and defensive infantry exist per tribe.
- Cavalry — trained in the Stable; faster, higher food upkeep. Includes the fast raiding cavalry each tribe uses for looting.
- Scouts — reconnaissance. Stormfang can build scouts in the Barracks; other tribes use the Stable. Scouts cannot be trapped by a Thornsnare Grove (if scouting, not attacking, player-reported).
- Rams and Catapults — siege, built in the Workshop; upgraded in the Smithy (which increases their damage to buildings).
- Settlers and Leaders/Chiefs — expansion units.
- Merchants — carry resources, not a combat unit.
Unit stats by tribe1
Full roster per tribe, in the game’s own training order. “Def (Inf)” is defense against infantry attackers, “Def (Cav)” is defense against cavalry attackers. Training times assume a level-20 training building (Barracks/Stable/Workshop) with no extra speed bonuses.
Embermark Dominion
| Unit | Role | Cost | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
![]() | Emberblade | Infantry | 40 | 35 | 50 | 6 | 50 | 1 |
| 3m 36s |
![]() | Shieldbearer | Infantry | 30 | 65 | 35 | 5 | 20 | 1 |
| 3m 58s |
![]() | Iron Spear | Infantry | 70 | 40 | 25 | 7 | 50 | 1 |
| 4m 19s |
![]() | Sentinel | Scout | 0 | 20 | 10 | 16 | 0 | 2 |
| 3m 04s |
![]() | Sun Rider | Cavalry | 120 | 65 | 50 | 14 | 100 | 3 |
| 5m 57s |
![]() | Crimson Lancer | Cavalry | 180 | 80 | 105 | 10 | 70 | 4 |
| 7m 56s |
![]() | Iron Ram | Ram | 60 | 30 | 75 | 4 | 0 | 3 |
| 10m 21s |
![]() | Dominion Catapult | Catapult | 75 | 60 | 10 | 3 | 0 | 6 |
| 20m 16s |
![]() | High Prefect | Leader | 50 | 40 | 30 | 4 | 0 | 5 |
| 3h 24m |
![]() | Settler | Settler | 10 | 80 | 80 | 5 | 3,000 | 1 |
| 1h 00m |
Embermark’s unique Rider’s Wells building cuts cavalry training time by 1%/level and eventually removes a point of upkeep from the Sentinel (well level 10+), Sun Rider (15+) and Crimson Lancer (20+) — the table above assumes it’s unbuilt.
Stormfang Clans
| Unit | Role | Cost | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
![]() | Raider | Infantry | 40 | 20 | 5 | 7 | 60 | 1 |
| 1m 37s |
![]() | Axeborn | Infantry | 10 | 35 | 60 | 7 | 40 | 1 |
| 2m 31s |
![]() | War Brute | Infantry | 60 | 30 | 30 | 6 | 50 | 1 |
| 2m 42s |
![]() | Pathstalker | Scout | 0 | 10 | 5 | 9 | 0 | 1 |
| 2m 31s |
![]() | Fang Rider | Cavalry | 55 | 100 | 40 | 10 | 110 | 2 |
| 5m 24s |
![]() | Blood Charger | Cavalry | 150 | 50 | 75 | 9 | 80 | 3 |
| 6m 40s |
![]() | War Ram | Ram | 65 | 30 | 80 | 4 | 0 | 3 |
| 9m 27s |
![]() | Skullthrower | Catapult | 50 | 60 | 10 | 3 | 0 | 6 |
| 20m 16s |
![]() | Clan Warlord | Leader | 40 | 60 | 40 | 4 | 0 | 4 |
| 2h 38m |
![]() | Settler | Settler | 10 | 80 | 80 | 5 | 3,000 | 1 |
| 1h 09m |
The Raider trains in the Barracks as infantry, not the Stable as cavalry. Axeborn’s Def (Cav) is nearly double its Def (Inf) (60 vs. 35), so it holds up better against cavalry attacks than infantry ones. War Brute produces more Atk per point of Upkeep than the Raider (60 vs. 40 at the same 1 Upkeep), at a higher resource cost. Pathstalker is the slowest of the three tribes’ scouts (Speed 9 vs. 16 and 17), so it takes longer to scout distant tiles. Fang Rider carries more than any other cavalry unit in these tables (Capacity 110) despite modest Atk (55).
Verdant Wardens
| Unit | Role | Cost | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
![]() | Briar Guard | Infantry | 15 | 40 | 50 | 7 | 35 | 1 |
| 2m 21s |
![]() | Woodblade | Infantry | 65 | 35 | 20 | 6 | 45 | 1 |
| 3m 15s |
![]() | Wind Scout | Scout | 0 | 20 | 10 | 17 | 0 | 2 |
| 3m 04s |
![]() | Stag Rider | Cavalry | 100 | 25 | 40 | 19 | 75 | 2 |
| 5m 35s |
![]() | Green Lancer | Cavalry | 45 | 115 | 55 | 16 | 35 | 2 |
| 5m 46s |
![]() | Oak Cavalier | Cavalry | 140 | 60 | 165 | 13 | 65 | 3 |
| 7m 02s |
![]() | Timber Ram | Ram | 50 | 30 | 105 | 4 | 0 | 3 |
| 11m 16s |
![]() | Stonecaster | Catapult | 70 | 45 | 10 | 3 | 0 | 6 |
| 20m 16s |
![]() | Circle Elder | Leader | 40 | 50 | 50 | 5 | 0 | 4 |
| 3h 24m |
![]() | Settler | Settler | 10 | 80 | 80 | 5 | 3,000 | 1 |
| 51m 07s |
The Ancients
Stats for The Ancients, the NPC faction guarding Ancient Strongholds/Wonders. These units are never built by a player, so they have no cost or training time.
| Unit | Role | |||||
|---|---|---|---|---|---|---|
![]() | Stonepike | Infantry | 20 | 35 | 50 | 6 |
![]() | Carved Warrior | Infantry | 65 | 30 | 10 | 7 |
![]() | Monolith Warden | Infantry | 100 | 90 | 75 | 6 |
![]() | Shardwing | Scout | 0 | 10 | 0 | 25 |
![]() | Slate Rider | Cavalry | 155 | 80 | 50 | 14 |
![]() | Obsidian Knight | Cavalry | 170 | 140 | 80 | 12 |
![]() | Gatebreaker | Ram | 250 | 120 | 150 | 5 |
![]() | Obelisk Engine | Catapult | 60 | 45 | 10 | 3 |
![]() | The Ascendant | Leader | 80 | 50 | 50 | 5 |
![]() | Settler | Settler | 30 | 40 | 40 | 5 |
Where to further find unit stats
- Combat Simulator (via the Rally Point, or https://www.thronewake.com/simulator) — hover over unit icons to see their attributes; also shows speed and carry capacity.
- Smithy — shows your own tribe’s researched units’ stats per level in-game. There is no in-game overview of all units at all levels.
- Thronewake Tools (drdoughnut.github.io) — the community tool this page’s data comes from; also lets you compare unit attributes, calculate armies, and plan hammer operations interactively.
Movement & speed
- An army moves at the speed of its slowest unit. Because of this, fast cavalry is often sent alone to raid so it isn’t slowed by infantry.
- The Bannerfield building increases troop travel speed for the portion of a journey beyond 20 tiles.
- Concrete base speeds (1× world; movement scales with world speed):
Food upkeep & starvation
- Every unit consumes Food upkeep. If a village’s food goes negative, troops starve.
- External reinforcements starve before your own troops (update 02/07). Which of your own unit types starves first is debated (player claim: the cheapest/T1 unit first — unconfirmed).
- Rider’s Wells reduces Embermark cavalry upkeep; the Harvest Horn artefact reduces upkeep for stationed troops.
Smithy upgrades
Each Smithy level (max 20, or 23 via research) raises a unit’s offense and both defense stats using the following formula2:
improved = base + (base + 300 × upkeep ÷ 7) × (1.007level − 1)
Because the upkeep term is added before scaling, a low base stat with relatively high upkeep gains a much bigger percentage than a high base stat with low upkeep — at level 20, this ranges from roughly +24% (e.g. the Iron Spear’s 70 offense) to well over +100% for the lowest base stats (e.g. the Raider’s 5 cavalry-defense). A mid-range case like the Emberblade’s 40 offense becomes ~52 (+31%) at the same level. Alliance troop-strength bonuses apply on top of Smithy upgrades.
Settlers and Leaders/Chiefs cannot be upgraded via the Smithy.
Settlers
- Trained in the Residence/Palace; you need 3 to found a village, and a free expansion slot in the training village.
- Cost depends on tribe (Verdant settlers are cheaper).
Leaders (chiefs)
Leaders (called “chiefs”) reduce a target village’s loyalty; when loyalty hits 0 you conquer the village.
- To build a leader you need Residence/Palace and Academy at level 20, the relevant research, plus a free expansion slot and Culture Point slots (2 to conquer a City).
- Leaders cannot be healed at the Herbalist.
- The Stormbrew Works effect makes leaders 50% less effective while active.
Scouting
- Stationed troops (including scouts from anyone in the village) provide scouting there. Players build large “scout hammers” (thousands of scouts) to reveal enemy armies.
- Sentinel, Pathstalker, and Wind Scout each have dedicated base scouting attributes of 35 attack and 20 defense. Scout battles use these values, not the ordinary attack and infantry/cavalry defense columns in the roster tables. Smithy levels and other bonuses modify them.
- Incoming attack and raid visibility compares the incoming troop count with the target village’s Rally Point threshold. Signal Fires raises that threshold; the attacker’s Masking Drills lowers it. Scout missions have additional detection rules described under Combat.
- To see the troops inside a Wilder Site you must scout it (or learn from attacking/raiding it).
Moving/merging troops
- Consolidated Legions lets reinforcements from one of your villages merge permanently into another village you own after arrival. The research must be unlocked in the origin village, and the receiving village pays twice the units’ original training cost. The merged troops become part of the receiving village’s own army.
- Transfer Orders can redirect reinforcements sent from the researched village while they are stationed elsewhere, without returning to their origin first. Its ranks allow 1, 2, or 3 transfers per rolling 24 hours. The new target must be one of your villages or an eligible defensive/personal-pact village.
See also
-
Sourced from Thronewake Tools (drdoughnut.github.io) ↩︎
-
Formula from Thronewake Tools’ source (
src/data/rules.tson GitHub) ↩︎







































