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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