Reading a unit
A unit is understood through four axes: attack, defense, speed and cargo. A slow unit can slow an entire detachment; cargo can turn a victory into an economic gain.
The technical card gives the numbers, but real value always depends on context: raid, defense, spying, convoy, reinforcement or map control. On the training page, the Scout and Cart appear first to support objectives and logistics; other units follow their requirements, then increasing combat strength calculated as attack plus defense, before advanced specialists.
Composing a detachment
The server calculates travel and resolution from the units that were actually sent. Mixing roles can be useful, but every added unit changes timing, capacity and risk.
A training batch may exceed 1,000 units when the bastion has enough resources and capacity. An admin-managed guardrail only limits one submission, to 100,000 units by default; the Explorer personal limit remains separate. Its completion report agrees the unit name and verb with the quantity actually completed.
The main classes follow a tactical triangle: infantry counters cavalry, cavalry counters archers, and archers counter infantry. Scouts, carts, ballistae and ash priests remain neutral specialists.
The Explorer is a civilian unit culturally tied to the people that trains it. With 0 attack, 0 defense and 0 cargo, it cannot join combat, contracts, escorts or garrisons and contributes no power to them; its sole purpose is revealing landmarks through surveying missions.
The counter bonus is weighted by the vulnerable military power in the opposing army. A fully favorable composition receives the configured maximum bonus, while a mixed army naturally reduces that edge. Losses are then redistributed: directly countered classes are more exposed without increasing the total losses calculated for the battle.
When a spy report has revealed the garrison, raid preparation compares the selected classes with the latest known intelligence and shows a favorable, balanced or unfavorable matchup. This is not a victory prediction and may become stale if the garrison changes.
An effective force is not always the largest one: composition, terrain, doctrines and fortifications determine its real power together.
Neutral auxiliaries
The Wandering Warden, Ruin Stalker, Free Sapper and Ash Penitent are culturally independent and available to all three peoples. Their origin does not replace their technical combat class: the player people’s command doctrines apply normally.
They can never be trained in the Barracks and cannot be bought through Premium access. A landmark contract announces their quantity before departure; on return they join the chosen bastion, count toward power, fight, reinforce, are recalled and die like other troops. In reports, contracts, raids, garrisons, and simulators, all four auxiliaries use a round ash-toned medallion distinct from the gold medallion used by regular units. On the Units page, each auxiliary uses the regular-unit card frame with an uppercase name, the ash-toned medallion, and icon-based stats while retaining its full illustration. A “Training” heading then clearly separates trainable units from this contract roster.
Each auxiliary has a personal cap in the world. Recruitment contracts also carry a per-player, per-landmark seasonal right and an explicit cooldown: there is no global stock and no transfer between players or worlds.
Cancelling training and recovering resources
Cancellation keeps completed units and refunds only the units still waiting, at the price paid when training started. The summary shows units kept, units cancelled and resources returned. A second request does not refund anything more.
At its deadline, training completes without a refund. Queues predating payment snapshots retain the prices known at deployment.
Unit: militia
Militia
A spear, a cloak, and enough fear to hold the walls.
- Attack
- 2
- Defense
- 5
- Speed
- 8
- Cargo
- 10
- Training per unit
- 00:00:45
Base cost
- Food
- 45
- Dark wood
- 20
- Iron
- 10
Details
-
Combat class
Infantry
-
Advantage against
Cavalry
-
Tactical role
Cost-effective defense and position control.
Unit: raider
Raider
Fast, brutal, and rarely burdened by scruples.
- Attack
- 6
- Defense
- 2
- Speed
- 12
- Cargo
- 35
- Training per unit
- 00:01:30
Base cost
- Food
- 80
- Dark wood
- 30
- Iron
- 20
Details
-
Combat class
Infantry
-
Advantage against
Cavalry
-
Tactical role
Fast raids and loot transport.
Unit: bastion_guard
Bastion Guard
A heavy defender, slow and disciplined by necessity.
- Attack
- 4
- Defense
- 10
- Speed
- 6
- Cargo
- 15
- Training per unit
- 00:02:00
Base cost
- Food
- 90
- Dark wood
- 40
- Iron
- 60
Details
-
Combat class
Infantry
-
Advantage against
Cavalry
-
Tactical role
Heavy defense for bastions and fortified positions.
Unit: archer
Archer
A patient marksman who strikes before the melee closes in.
- Attack
- 9
- Defense
- 3
- Speed
- 9
- Cargo
- 15
- Training per unit
- 00:02:15
Base cost
- Food
- 90
- Dark wood
- 65
- Iron
- 35
Details
-
Combat class
Archers
-
Advantage against
Infantry
-
Tactical role
Ranged attacks, forests and position defense.
Unit: scout
Scout
Careful eyes for dead roads and neighboring bastions.
- Attack
- 1
- Defense
- 1
- Speed
- 16
- Cargo
- 5
- Training per unit
- 00:01:15
Base cost
- Food
- 55
- Dark wood
- 25
- Iron
- 10
- Essence
- 5
Details
-
Combat class
Specialist
-
Tactical role
Intelligence, speed and movement through forests or ruins.
Unit: explorer
Explorer
A non-combat cartographer who crosses unknown sectors in search of landmarks.
- Attack
- 0
- Defense
- 0
- Speed
- 14
- Cargo
- 0
- Training per unit
- 00:02:30
Base cost
- Food
- 85
- Dark wood
- 40
- Iron
- 20
- Essence
- 15
Requirements
- BuildingRavenry level 2
- ResearchAsh Cartography level 1
Details
-
Combat class
Specialist
-
Operational role
Exploration only — combat, escort, and garrison prohibited
-
Tactical role
Personal sector surveying and landmark discovery; cannot fight.
Unit: fallen_knight
Fallen Knight
A heavy, costly force still bound to old oaths.
- Attack
- 18
- Defense
- 9
- Speed
- 7
- Cargo
- 30
- Training per unit
- 00:04:00
Base cost
- Food
- 160
- Dark wood
- 60
- Iron
- 140
- Essence
- 20
Details
-
Combat class
Infantry
-
Advantage against
Cavalry
-
Tactical role
Heavy assault and breakthroughs on open ground.
Unit: cavalry
Cavalry
A mounted blade, swift on open ground and fearsome in raids.
- Attack
- 14
- Defense
- 7
- Speed
- 14
- Cargo
- 25
- Training per unit
- 00:03:30
Base cost
- Food
- 150
- Dark wood
- 80
- Iron
- 110
- Essence
- 10
Details
-
Combat class
Cavalry
-
Advantage against
Archers
-
Tactical role
Mobile raids and charges across open ground.
Unit: cart
Cart
Slow, precious, and essential when raiding gets serious.
- Attack
- 0
- Defense
- 2
- Speed
- 6
- Cargo
- 120
- Training per unit
- 00:01:50
Base cost
- Food
- 70
- Dark wood
- 120
- Iron
- 40
Details
-
Combat class
Specialist
-
Tactical role
Bulk transport and logistical support.
Unit: ballista
Ballista
A slow machine built to persuade walls.
- Attack
- 22
- Defense
- 4
- Speed
- 4
- Cargo
- 20
- Training per unit
- 00:05:00
Base cost
- Food
- 120
- Dark wood
- 180
- Iron
- 170
Details
-
Combat class
Specialist
-
Tactical role
Siege attacks against outposts, towers and camps.
Unit: ash_priest
Ash Priest
Occult support best reserved for more dangerous rites.
- Attack
- 3
- Defense
- 6
- Speed
- 7
- Cargo
- 10
- Training per unit
- 00:04:20
Base cost
- Food
- 110
- Dark wood
- 60
- Iron
- 40
- Essence
- 70
Requirements
- BuildingAsh Altar level 1
Details
-
Combat class
Specialist
-
Tactical role
Occult support in ashlands and ruins.
Unit: wandering_warden
Wandering Warden
Defensive auxiliary infantry, particularly reliable in garrisons.
- Attack
- 5
- Defense
- 13
- Speed
- 6
- Cargo
- 10
- Acquisition
- Landmark contract only
Details
-
Combat class
Infantry
-
Cultural origin
Independent auxiliary available to all three peoples
-
Advantage against
Cavalry
-
Tactical role
Defensive infantry and reliable garrison troop.
Unit: ruin_stalker
Ruin Stalker
A swift fighting scout accustomed to ruins, caves, and difficult terrain.
- Attack
- 10
- Defense
- 5
- Speed
- 15
- Cargo
- 20
- Acquisition
- Landmark contract only
Details
-
Combat class
Archers
-
Cultural origin
Independent auxiliary available to all three peoples
-
Advantage against
Infantry
-
Tactical role
Fast fighting scout on difficult terrain.
Unit: free_sapper
Free Sapper
A mobile specialist against structures and fortified positions.
- Attack
- 12
- Defense
- 4
- Speed
- 9
- Cargo
- 40
- Acquisition
- Landmark contract only
Details
-
Combat class
Infantry
-
Cultural origin
Independent auxiliary available to all three peoples
-
Advantage against
Cavalry
-
Tactical role
Mobile specialist against fortified structures.
Unit: ash_penitent
Ash Penitent
A resilient support fighter tied to Ash purification rites.
- Attack
- 4
- Defense
- 9
- Speed
- 7
- Cargo
- 15
- Acquisition
- Landmark contract only
Details
-
Combat class
Archers
-
Cultural origin
Independent auxiliary available to all three peoples
-
Advantage against
Infantry
-
Tactical role
Defensive support tied to local purification.