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Crown
Knights, marksmen and mages. Sturdy troops, blessings and holy resurrection.
The Crown is the oldest realm on the edge of the contested field, a patchwork of walled towns bound by oaths of blood and faith. Its soldiers fight for the banner and for the promise that no wall will fall while someone stands to defend it. Steady shields hold the line, arrows and lightning strike from behind, and the light of the chapels sends the wounded back into the fight.
Buildings and troops
One entry per build slot (the key you press in the game). Open it to see each building, what it upgrades into and the troop it trains.
QBarracks · Stronghold
Trains Squires.
- Cost
- 100 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.00
- Lumber back
- +100
- Trains every
- 20s
Cheap, sturdy infantry.
- Health
- 250
- Armor
- 4 · Heavy
- Attack type
- Normal
- Damage
- 25–26
- Range
- melee
- Speed
- 270
- Bounty
- 4 gold
- Spawns every
- 20s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
“Hold the shield, boy. The sword comes later, if you live that long.”
Trains Guardians.
- Cost
- 175 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.50
- Lumber back
- +175
- Trains every
- 28s
Tank. Quality Armor: direct attacks have a 15% chance to deal no damage and spell damage taken is reduced by 50%. Massive Shield: −60% to all ranged damage and a 50% chance to reflect pierce projectiles back to the shooter.
- Health
- 575 (+1.75/s)
- Armor
- 7 · Heavy
- Attack type
- Normal
- Damage
- 45–60
- Range
- melee
- Speed
- 250
- Bounty
- 8 gold
- Spawns every
- 28s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 15% of hits.
- Projectile resistance. −60% damage taken from ranged attacks.
- Spell resistance. −50% spell damage taken.
- Projectile deflection. 50% chance to send projectiles (Pierce) back to the shooter.
Arrows glance off, spells come apart on his steel, and the Guardian stays exactly where he was.
WArchery Range · Crossbow Gallery · Marksmen's Nest
Trains Archers.
- Cost
- 140 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.80
- Lumber back
- +140
- Trains every
- 22s
Basic shooter. 10% critical strike chance (×1.5).
- Health
- 270
- Armor
- 0 · Medium
- Attack type
- Pierce
- Damage
- 32–36
- Range
- 500
- Speed
- 270
- Bounty
- 4 gold
- Spawns every
- 22s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Critical strike. 10% chance of a critical strike (×1.5).
He learned at village fairs to hit a goose in flight and, now and then, the gap in a helmet.
Trains Crossbowmen.
- Cost
- 180 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 31s
Explosive bolts: 65% splash (Pierce) to everything around the target and a 20% critical strike chance (×2).
- Health
- 500
- Armor
- 3 · Medium
- Attack type
- Pierce
- Damage
- 60–100
- Range
- 550
- Speed
- 270
- Bounty
- 8 gold
- Spawns every
- 31s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Splash damage. The shot splashes 65% of its damage around (radius 225).
- Critical strike. 20% chance of a critical strike (×2).
Each bolt carries a flask of alchemical fire at its tip: where one lands, the whole rank feels it.
Trains Marksmen.
- Cost
- 180 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 31s
Anti-air with huge range. 40% critical strike chance (×3). Light shots at buildings; does not attack ground troops.
- Health
- 450
- Armor
- 1 · Medium
- Attack type
- Pierce
- Damage
- 43–95
- Range
- 800
- Speed
- 200
- Bounty
- 8 gold
- Spawns every
- 31s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Critical strike. 40% chance of a critical strike (×3).
He waits for hours atop a tower for a single shot, and rarely needs a second one.
ESiege Workshop
Builds Catapults.
- Cost
- 210 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +3.78
- Lumber back
- +157.5
- Trains every
- 25s
Long-range siege: 50% splash (Siege) to everything on the ground around the target. Flattens buildings.
- Health
- 280
- Armor
- 0 · Light
- Attack type
- Siege
- Damage
- 68–80
- Range
- 1000
- Speed
- 270
- Bounty
- 6 gold
- Spawns every
- 25s
Strong against: Fortified 160%Weak against: Light 70%, Medium 70%, Heavy 70%, Hero 40%, Divine 20%
- Splash damage. The shot splashes 50% of its damage around (radius 275).
Carpenters build it, oxen drag it, and by the end of the day an enemy wall is loose rubble.
RArcane Academy
Trains Battlemages.
- Cost
- 250 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +5.00
- Lumber back
- +250
- Trains every
- 27s
Flyer with magic damage. 10% chance to unleash chain lightning (150 spell damage to 5 targets, −25% per bounce) and a 15% chance to deal 25 extra magic damage and stun the target for 2s.
- Health
- 500 (+1/s)
- Armor
- 2 · Medium
- Attack type
- Magic
- Damage
- 40–52
- Range
- 450
- Speed
- 320
- Bounty
- 7 gold
- Spawns every
- 27s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Chain lightning. 10% chance to release a bolt: 150 damage, jumping through 5 targets (−25% per jump).
- Stun. 15% chance to stun for 2s (+25 damage).
He studied for years in silence to learn how to unleash thunder with a snap of his fingers.
AChapel · Cathedral · Holy Sanctuary
Trains Crusaders.
- Cost
- 265 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +5.30
- Lumber back
- +265
- Trains every
- 28s
Hero attack. Consecrated Blade: 25% Hero splash around the target and a 20% chance to deal 25 extra hero damage and stun it for 2s. Blessing (66 mana, every 7s): an injured ally nearby recovers 25 HP and gains +6 armor and +16 HP/s for 10s.
- Health
- 600 (+1/s)
- Armor
- 6 · Heavy
- Attack type
- Hero
- Damage
- 50–70
- Range
- melee
- Speed
- 340
- Bounty
- 9 gold
- Mana
- 200 (+2/s)
- Spawns every
- 28s
Weak against: Fortified 60%, Hero 60%, Divine 40%
- Splash damage. The shot splashes 25% of its damage around (radius 200).
- Stun. 20% chance to stun for 2s (+25 damage).
- Blessing. An injured ally nearby recovers 25 HP and gains +6 armor and +16 HP/s for 10s. 66 mana · cooldown 7s
His blade was blessed in the Chapel: every blow splashes light onto the foes beside it, and every prayer hardens a brother-in-arms’ armor.
Trains Paladins.
- Cost
- 260 gold
- Health
- 1600
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +5.20
- Lumber back
- +260
- Trains every
- 41s
Hero attack. Consecrated Blade: 25% Hero splash and a 20% chance to deal 25 extra hero damage and stun for 2s. Blessing (66 mana, every 7s): an injured ally nearby recovers 25 HP and gains +9 armor and +24 HP/s for 10s and +100 max HP permanently (once per troop). Eternal Crusade (every 40s): revives a fallen non-legendary ally. Devotion: +3 armor to nearby allies.
- Health
- 850 (+1/s)
- Armor
- 9 · Heavy
- Attack type
- Hero
- Damage
- 70–120
- Range
- melee
- Speed
- 340
- Bounty
- 13 gold
- Mana
- 300 (+2.5/s)
- Spawns every
- 41s
Weak against: Fortified 60%, Hero 60%, Divine 40%
- Splash damage. The shot splashes 25% of its damage around (radius 200).
- Stun. 20% chance to stun for 2s (+25 damage).
- Aura. Nearby allies (radius 590): +3 armor.
- Blessing. An injured ally nearby recovers 25 HP and gains +9 armor and +24 HP/s for 10s and +100 max HP permanently (once per troop). 66 mana · cooldown 7s
- Eternal Crusade. Every 40s, revives a fallen ally that is not legendary. cooldown 40s
A hammer in one hand, a prayer in the other: one fells the enemy, the other puts a comrade back on his feet.
Legendary: trains the Holy Champion.
- Cost
- 200 gold · 500 lumber · 1 crystal
- Health
- 1400
- Armor
- 6 · Fortified
- Upgrade
- 2s
- Income
- +4.00
- Lumber back
- +200
- Trains every
- 51s
Legendary. Consecrated Blade: 40% Hero splash and a 50% chance to deal 100 extra hero damage and stun for 2s. Divine Favor (50 mana, every 20s): revives 3 fallen non-legendary allies, and nearby troops restore 50 HP and 50 mana and gain +20% damage and +3 armor for 7s. Absolute Devotion: +9 armor to nearby allies. Legendary resistance.
- Health
- 1400 (+1/s)
- Armor
- 12 · Heavy
- Attack type
- Hero
- Damage
- 120–150
- Range
- melee
- Speed
- 300
- Bounty
- 24 gold
- Mana
- 200 (+1.33/s)
- Spawns every
- 51s
Weak against: Fortified 60%, Hero 60%, Divine 40%
- Splash damage. The shot splashes 40% of its damage around (radius 200).
- Stun. 50% chance to stun for 2s (+100 damage).
- Aura. Nearby allies (radius 615): +9 armor.
- Legendary resistance. Legendary: −70% spell damage; immune to hex, mind control and instant death.
- Divine Favor. Revives 3 fallen non-legendary allies; then nearby troops restore 50 HP and 50 mana and gain +20% damage and +3 armor for 7s. 50 mana · cooldown 20s
Forged from the bell of the first chapel, his halberd sweeps through ranks; when he prays, the fallen rise again, and no spell can shake his faith.
SWarlocks' Hall
Trains Warlocks.
- Cost
- 300 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +6.00
- Lumber back
- +300
- Trains every
- 30s
Frail caster with chaos damage (ground and air). Chamber (35 mana, every 12s): 270 spell damage to all nearby enemies. Cowardice: only joins combat when Chamber is ready.
- Health
- 320 (+1.5/s)
- Armor
- 1 · Unarmored
- Attack type
- Chaos
- Damage
- 30–33
- Range
- 160
- Speed
- 300
- Bounty
- 11 gold
- Mana
- 100 (+1/s)
- Spawns every
- 30s
- Cowardice. Only enters combat with its spell ready.
- Chamber. 270 spell damage to all enemies around the Warlock. 35 mana · cooldown 12s
He studied forbidden sorcery in the frozen halls of the north. An avowed coward, he only goes near the enemy when his chamber of power is ready to burst.
DSacred Horn
Special: Holy Fervor every 7s — nearby allies gain +40% attack speed for 60s (+5% per extra Sacred Horn, up to 55%).
- Cost
- 250 gold · 800 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +3.00
- Holy Fervor. Nearby allies gain +40% attack speed for 60s; +5% per extra Sacred Horn, up to 55%. cooldown 7s
FArtillery
Special: Bombardment every 15s — a shell lands on a random spot in the enemy base: 300–400 siege damage in an area plus 20 spell damage to everything it hits.
- Cost
- 200 gold · 380 lumber
- Health
- 700
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +1.80
- Bombardment. A shell lands on a random spot in the enemy base: 300–400 siege damage in an area plus 20 spell damage to everything it hits. cooldown 15s
YWatchtower
Tower: shoots enemy troops, on the ground and in the air. Regenerates 2 HP/s. Slow to build.
- Cost
- 150 gold · 300 lumber
- Health
- 1500
- Armor
- 5 · Fortified
- Build
- 20s
- Income
- +0.60
- Attack
- Pierce 40–50
- Range
- 950
XHeroic Reliquary
Legendary special: Call to Arms — each troop building has a 16% chance to release an extra copy of its troop on every spawn (32% with two Reliquaries).
- Cost
- 550 gold · 1500 lumber · 1 crystal
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +6.60
- Your nearby buildings (radius the whole field): 16% chance to spawn an extra troop.



