Training ► Breakdown
TFF:
Whether the unit contributes to Total Fighting Force.
Army Ratios:
Whether the unit is included with army size ratios when determining gold stolen.
Villagers
♦Type:
Default
♦Cost to Train:
NA
♦Strength:
They provide 100 strength to all Military Stats.
♦Wield:
Can hold all Weapons and Tools, but can only wield 25% strength of the Weapon or Tool they are holding.
♦Resilience:
x1
♦Income:
They generate 40 Gold per/turn.
♦Stat/Skill:
Attack, Defense, Stealth & Security Force
♦Untrainable: NA
♦TFF: Yes
♦Army Ratios: Yes
Soldiers
♦Type:
Trainable
♦Cost to Train:
Costs 5,000 Gold to train 1 Villager.
♦Strength:
They provide 300 strength to both Attack & Defense Force
♦Wield:
Can hold both Attack & Defense Weapons, but can only wield 60% strength of the Weapon they are holding.
♦Resilience:
x1.5
♦Income:
They generate 30 Gold per/turn.
♦Stat/Skill:
Attack & Defense Force
♦Untrainable:
Yes, costs 5,000 Gold to untrain
♦TFF: Yes
♦Army Ratios: Yes
Warriors
♦Type:
Trainable
♦Cost to Train:
Costs 2,000 Gold to train 1 Villager.
♦Strength:
They provide 500 strength to Attack Force.
♦Wield:
Can only hold Attack Weapons and can wield 100% strength of the Weapon they are holding.
♦Resilience:
x1.5
♦Income:
They generate 25 Gold per/turn.
♦Stat/Skill:
Attack Force
♦Untrainable:
Yes, costs 2,000 Gold to untrain
♦TFF: Yes
♦Army Ratios: Yes
Fortifiers
♦Type:
Trainable
♦Cost to Train:
Costs 2,000 Gold to train 1 Villager.
♦Strength:
They provide 500 strength to Defense Force.
♦Wield:
Can only hold Defense Weapons and can wield 100% strength of the Weapon they are holding.
♦Resilience:
x1.5
♦Income:
They generate 25 Gold per/turn.
♦Stat/Skill:
Defense Force
♦Untrainable:
Yes, costs 2,000 Gold to untrain
♦TFF: Yes
♦Army Ratios: Yes
Stealth Ops
♦Type:
Trainable
♦Cost to Train:
Costs 2,000 Gold to train 1 Villager.
♦Strength:
They provide 500 strength to Stealth Force.
♦Wield:
Can only hold Stealth Tools and can wield 100% strength of the Tool they are holding.
♦Resilience:
x1.5
♦Income:
They generate 15 Gold per/turn.
♦Stat/Skill:
Stealth Force
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No
Security Guards
♦Type:
Trainable
♦Cost to Train:
Costs 2,000 Gold to train 1 Villager.
♦Strength:
They provide 500 strength to Security Force.
♦Wield:
Can only hold Security Tools and can wield 100% strength of the Tool they are holding.
♦Resilience:
x1.5
♦Income:
They generate 15 Gold per/turn.
♦Stat/Skill:
Security Force
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No
Explorers
♦Type:
Trainable
♦Cost to Train:
Costs 50,000 Gold to train 1 Villager.
♦Strength:
They provide 666 strength to Supernatural Power.
♦Wield:
NA
♦Resilience:
NA
♦Income:
They generate 0 Gold per/turn.
♦Stat/Skill:
Supernatural Power
♦Notes:
→Explorers produce 0 Gold per/turn, however this can be increased by seeking specific Legends.
→Legend Expeditions require and cost Explorers. (Visit the Legend section on the help page for more details)
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No
Farmers
♦Type:
Trainable
♦Cost to Train:
Costs 50,000 Gold to train 1 Villager.
♦Strength:
NA
♦Wield:
NA
♦Resilience:
NA
♦Income:
They generate 120 Gold per/turn.
♦Stat/Skill:
Income (TBG)
♦Notes:
→All trainable units (except Farmers) produce less income than Villagers, so you will always lose income when training.
→Farmers exist mainly so you can combat this, by training Farmers when you train other units, you gain some/all of the income you lost.
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No
Untrained Mercenaries
♦Type:
Hireable
♦Cost to Hire:
Costs 6,000 Gold to hire
♦Strength:
NA
♦Wield:
Can hold all Weapons and Tools, but can only wield 25% strength of the Weapon or Tool they are holding.
♦Resilience:
x0.8
♦Income:
NA
♦Stat/Skill:
Attack, Defense, Stealth & Security Force
♦Untrainable:
Yes, costs 1,500 Gold to fire
♦TFF: Yes
♦Army Ratios: Yes
Attack Mercenaries
♦Type:
Hireable
♦Cost to Hire:
Costs 10,000 Gold to hire
♦Strength:
NA
♦Wield:
Can only hold Attack Weapons and can wield 100% strength of the Weapon they are holding.
♦Resilience:
x1.2
♦Income:
NA
♦Stat/Skill:
Attack Force
♦Untrainable:
Yes, costs 2,500 Gold to fire
♦TFF: Yes
♦Army Ratios: Yes
Defense Mercenaries
♦Type:
Hireable
♦Cost to Hire:
Costs 10,000 Gold to hire
♦Strength:
NA
♦Wield:
Can only hold Defense Weapons and can wield 100% strength of the Weapon they are holding.
♦Resilience:
x1.2
♦Income:
NA
♦Stat/Skill:
Defense
♦Untrainable:
Yes, costs 2,500 Gold to fire
♦TFF: Yes
♦Army Ratios: Yes
Fallen
♦Type:
Casualty
♦Cost to Train:
NA
♦Strength:
NA
♦Wield:
NA
♦Resilience:
NA
♦Income:
NA
♦Stat/Skill:
NA
♦Notes:
→Fallen do not have any uses, it's just a way to track the exact amount of casualties.
→All units (except mercenaries) that die during any missions are converted into Fallen.
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No
Gladiators
♦Legendary Unit
♦Type:
Trainable
♦Cost to Hire:
They cost 10,000 Gold to hire
♦Strength:
They provide 5,000 strength to all Military Stats.
♦Wield:
Can hold all Weapons & Tools, but can only wield 50% strength of the Item they are holding.
♦Resilience:
x2.25
♦Income:
They generate 30 Gold per/turn.
♦Stat/Skill:
Attack, Defense, Stealth & Security Force
♦Untrainable: NA
♦TFF: Yes
♦Army Ratios: Yes
Warlords
♦Legendary Unit
♦Type:
Trainable
♦Cost to Hire:
They cost 10,000 Gold to hire
♦Strength:
They provide 5,000 strength to all Military Stats.
♦Wield:
Can hold all Weapons & Tools, but can only wield 80% strength of the Item they are holding.
♦Resilience:
x2.25
♦Income:
They generate 20 Gold per/turn.
♦Stat/Skill:
Attack & Defense Force
♦Untrainable: NA
♦TFF: Yes
♦Army Ratios: Yes
Assassins
♦Legendary Unit
♦Type:
Trainable
♦Cost to Hire:
They cost 10,000 Gold to hire
♦Strength:
They provide 5,000 strength to all Military Stats.
♦Wield:
Can hold all Weapons & Tools, but can only wield 80% strength of the Item they are holding.
♦Resilience:
x2.25
♦Income:
They generate 20 Gold per/turn.
♦Stat/Skill:
Stealth & Security Force
♦Untrainable: NA
♦TFF: No
♦Army Ratios: No