Human-Reviewed

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

UnitRole Atk Def (Inf) Def (Cav) Speed Capacity UpkeepCost Training time (lvl 20)
EmberbladeEmberbladeInfantry4035506501 Lumber 120 Stone 100 Metal 150 Food 30 3m 36s
ShieldbearerShieldbearerInfantry3065355201 Lumber 100 Stone 130 Metal 160 Food 70 3m 58s
Iron SpearIron SpearInfantry7040257501 Lumber 150 Stone 160 Metal 210 Food 80 4m 19s
SentinelSentinelScout020101602 Lumber 140 Stone 160 Metal 20 Food 40 3m 04s
Sun RiderSun RiderCavalry1206550141003 Lumber 550 Stone 440 Metal 320 Food 100 5m 57s
Crimson LancerCrimson LancerCavalry1808010510704 Lumber 550 Stone 640 Metal 800 Food 180 7m 56s
Iron RamIron RamRam603075403 Lumber 900 Stone 360 Metal 500 Food 70 10m 21s
Dominion CatapultDominion CatapultCatapult756010306 Lumber 950 Stone 1,350 Metal 600 Food 90 20m 16s
High PrefectHigh PrefectLeader504030405 Lumber 30,750 Stone 27,200 Metal 45,000 Food 37,500 3h 24m
SettlerSettlerSettler10808053,0001 Lumber 4,600 Stone 4,200 Metal 5,800 Food 4,400 1h 00m
Smithy Lv 0

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

UnitRole Atk Def (Inf) Def (Cav) Speed Capacity UpkeepCost Training time (lvl 20)
RaiderRaiderInfantry402057601 Lumber 95 Stone 75 Metal 40 Food 40 1m 37s
AxebornAxebornInfantry1035607401 Lumber 145 Stone 70 Metal 85 Food 40 2m 31s
War BruteWar BruteInfantry6030306501 Lumber 130 Stone 120 Metal 170 Food 70 2m 42s
PathstalkerPathstalkerScout0105901 Lumber 160 Stone 100 Metal 50 Food 50 2m 31s
Fang RiderFang RiderCavalry5510040101102 Lumber 370 Stone 270 Metal 290 Food 75 5m 24s
Blood ChargerBlood ChargerCavalry15050759803 Lumber 450 Stone 515 Metal 480 Food 80 6m 40s
War RamWar RamRam653080403 Lumber 1,000 Stone 300 Metal 350 Food 70 9m 27s
SkullthrowerSkullthrowerCatapult506010306 Lumber 900 Stone 1,200 Metal 600 Food 60 20m 16s
Clan WarlordClan WarlordLeader406040404 Lumber 35,500 Stone 26,600 Metal 25,000 Food 27,200 2h 38m
SettlerSettlerSettler10808053,0001 Lumber 5,800 Stone 4,400 Metal 4,600 Food 5,200 1h 09m
Smithy Lv 0

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

UnitRole Atk Def (Inf) Def (Cav) Speed Capacity UpkeepCost Training time (lvl 20)
Briar GuardBriar GuardInfantry1540507351 Lumber 100 Stone 130 Metal 55 Food 30 2m 21s
WoodbladeWoodbladeInfantry6535206451 Lumber 140 Stone 150 Metal 185 Food 60 3m 15s
Wind ScoutWind ScoutScout020101702 Lumber 170 Stone 150 Metal 20 Food 40 3m 04s
Stag RiderStag RiderCavalry100254019752 Lumber 350 Stone 450 Metal 230 Food 60 5m 35s
Green LancerGreen LancerCavalry451155516352 Lumber 360 Stone 330 Metal 280 Food 120 5m 46s
Oak CavalierOak CavalierCavalry1406016513653 Lumber 500 Stone 620 Metal 675 Food 170 7m 02s
Timber RamTimber RamRam5030105403 Lumber 950 Stone 555 Metal 330 Food 75 11m 16s
StonecasterStonecasterCatapult704510306 Lumber 960 Stone 1,450 Metal 630 Food 90 20m 16s
Circle ElderCircle ElderLeader405050504 Lumber 30,750 Stone 45,400 Metal 31,000 Food 37,500 3h 24m
SettlerSettlerSettler10808053,0001 Lumber 4,400 Stone 5,600 Metal 4,200 Food 3,900 51m 07s
Smithy Lv 0

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.

UnitRole Atk Def (Inf) Def (Cav) Speed
StonepikeStonepikeInfantry2035506
Carved WarriorCarved WarriorInfantry6530107
Monolith WardenMonolith WardenInfantry10090756
ShardwingShardwingScout010025
Slate RiderSlate RiderCavalry155805014
Obsidian KnightObsidian KnightCavalry1701408012
GatebreakerGatebreakerRam2501201505
Obelisk EngineObelisk EngineCatapult6045103
The AscendantThe AscendantLeader8050505
SettlerSettlerSettler3040405

Where to further find unit stats

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):
    • Catapult base speed 3 tiles/hour.
    • Green Lancer base speed 16 tiles/hour (used as a reference elsewhere).
    • (Merchant tribe speeds: Stormfang 12, Embermark 16, Verdant 24.)
    • (An artefact being moved travels at 8 tiles/hour — half a Green Lancer.)

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.

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


  1. Sourced from Thronewake Tools (drdoughnut.github.io) ↩︎

  2. Formula from Thronewake Tools’ source (src/data/rules.ts on GitHub) ↩︎