- Level
- 1
- Attack
- 1
- Defense
- 1
- Min damage
- 1
- Max damage
- 1
- Hit points
- 3
- Speed
- 4
- Initiative
- 8
- Growth
- 22
- Movement
- Ground
- Size
- Single hex
The peasants are the basic infantry of the Holy Griffin Empire. Though weak and poorly trained, they are numerous. Peasants are an important source of revenue for their masters.
-
20 Gold
- Level
- 1
- Attack
- 1
- Defense
- 1
- Min damage
- 1
- Max damage
- 2
- Hit points
- 6
- Speed
- 4
- Initiative
- 8
- Growth
- 22
- Movement
- Ground
- Size
- Single hex
The Conscripts are the basic infantry of the Holy Griffin Empire. They are relatively weak and partially trained, but they are numerous. The Conscripts are expert in the art of stunning their enemy in melee.
-
30 Gold
- Level
- 1
- Attack
- 2
- Defense
- 1
- Min damage
- 1
- Max damage
- 2
- Hit points
- 6
- Speed
- 4
- Initiative
- 8
- Growth
- 22
- Movement
- Ground
- Size
- Single hex
Sometimes it takes a bit of brutality to accomplish what must be done -- or so the Enforcers believe. Rugged troops of the new Griffin regime, they don't hesitate to slam down their opponents with a Shield Bash.
-
30 Gold
- Level
- 2
- Attack
- 4
- Defense
- 3
- Min damage
- 2
- Max damage
- 4
- Hit points
- 7
- Speed
- 4
- Initiative
- 9
- Growth
- 12
- Movement
- Ground
- Ranged
- Yes
- Shots
- 10
- Size
- Single hex
Archers are useful in battle to weaken the enemy ranks before melee combat. The archers of the Griffin Empire excel in the art of overwhelming the enemy with barrages of arrows.
-
50 Gold
- Level
- 2
- Attack
- 4
- Defense
- 4
- Min damage
- 2
- Max damage
- 8
- Hit points
- 10
- Speed
- 4
- Initiative
- 8
- Growth
- 12
- Movement
- Ground
- Ranged
- Yes
- Shots
- 12
- Size
- Single hex
Marksmen are key in battle, able to weaken the enemy ranks before melee combat. Their powerful crossbows loaded with heavy bolts are especially deadly at close range.
-
80 Gold
- Level
- 2
- Attack
- 5
- Defense
- 4
- Min damage
- 2
- Max damage
- 8
- Hit points
- 10
- Speed
- 4
- Initiative
- 8
- Growth
- 12
- Movement
- Ground
- Ranged
- Yes
- Shots
- 10
- Size
- Single hex
With the new government has come some new technologies, and improved equipment has given the Griffin Empire their Crossbowmen. Their sophisticated crossbows have a firing range that is twice that of ordinary bows.
-
80 Gold
- Level
- 3
- Attack
- 4
- Defense
- 8
- Min damage
- 2
- Max damage
- 4
- Hit points
- 16
- Speed
- 4
- Initiative
- 8
- Growth
- 10
- Movement
- Ground
- Size
- Single hex
The Footmen are a defensive backbone of the Griffin Empire forces. They can sustain attacks while other Griffin units manoeuvre to destroy the enemy.
-
90 Gold
- Level
- 3
- Attack
- 5
- Defense
- 9
- Min damage
- 2
- Max damage
- 5
- Hit points
- 26
- Speed
- 4
- Initiative
- 8
- Growth
- 10
- Movement
- Ground
- Size
- Single hex
Squires are the backbone of the armies of the Griffin Empire, sustaining enemy charges while other troops manoeuvre to destroy the opponent. They are difficult to defeat, given their mastery of the art of melee combat. They are also skilled at defense, using their shields to protect nearby units.
-
130 Gold
- Level
- 3
- Attack
- 8
- Defense
- 8
- Min damage
- 2
- Max damage
- 5
- Hit points
- 26
- Speed
- 4
- Initiative
- 8
- Growth
- 10
- Movement
- Ground
- Size
- Single hex
Skilled swordsmen are always a prized asset on the battlefield. Protected by heavy armour and armed with double-bladed swords, Vindicators are always to be found leading the attack, cutting through the defences of the enemy and opening the way for their infantry to advance.
-
130 Gold
- Level
- 4
- Attack
- 7
- Defense
- 5
- Min damage
- 5
- Max damage
- 10
- Hit points
- 30
- Speed
- 7
- Initiative
- 15
- Growth
- 5
- Movement
- Flying
- Size
- Large
Griffins are the fastest troops of the Empire that bears their name. They excel in skirmish attacks, flying into enemy ranks. Though weak when forced into melee, they will always defend themselves to their last breath.
-
260 Gold
- Level
- 4
- Attack
- 9
- Defense
- 8
- Min damage
- 5
- Max damage
- 15
- Hit points
- 35
- Speed
- 7
- Initiative
- 15
- Growth
- 5
- Movement
- Flying
- Size
- Large
Imperial Griffins are the fastest troops of their Empire. They excel in skirmish attacks, flying into enemy ranks or diving from the sky above the battle.
-
360 Gold
- Level
- 4
- Attack
- 6
- Defense
- 12
- Min damage
- 5
- Max damage
- 15
- Hit points
- 35
- Speed
- 7
- Initiative
- 15
- Growth
- 5
- Movement
- Flying
- Size
- Large
From the moment of their birth, Battle Griffins learn how to endure pain and equally how to exact a savage revenge on their assailants. Few are those who will dare to go anywhere near a griffin when it is fully grown, let alone engage it in combat. Each time the griffin is attacked or wounded, it responds with ever increasing ferocity and strength.
-
360 Gold
- Level
- 5
- Attack
- 12
- Defense
- 12
- Min damage
- 9
- Max damage
- 12
- Hit points
- 54
- Speed
- 5
- Initiative
- 10
- Growth
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 7
- Size
- Single hex
The priests are the keepers of the faith in the Griffin Empire. They fight fiercely against non-believers and any who threaten the Church of Elrath. As priests they do not engage in melee on the battlefield, but instead summon the wrath of their deity on enemy troops.
-
650 Gold
- Level
- 5
- Attack
- 16
- Defense
- 16
- Min damage
- 9
- Max damage
- 12
- Hit points
- 80
- Speed
- 5
- Initiative
- 10
- Growth
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 7
- Mana
- 12
- Size
- Single hex
The Inquisitors are the keepers of the true faith of Elrath, the Holy Dragon of Light. As such they fight fiercely against non-believers and enemies of the Church. On the battlefield Inquisitors do not enter the melee, but rather summon the wrath of Elrath on enemy troops while protecting their own with support spells.
-
900 Gold
- Level
- 5
- Attack
- 20
- Defense
- 14
- Min damage
- 9
- Max damage
- 12
- Hit points
- 80
- Speed
- 5
- Initiative
- 10
- Growth
- 3
- Movement
- Ground
- Ranged
- Yes
- Shots
- 5
- Mana
- 15
- Size
- Single hex
Once Priests of the Light, fanaticism has driven the Zealots to adopt new colors. Like the Priests they came from, however, their ranged magical attacks devastate the enemy while their aura of holy zeal encourages friendly units.
-
900 Gold
- Level
- 6
- Attack
- 23
- Defense
- 21
- Min damage
- 20
- Max damage
- 30
- Hit points
- 90
- Speed
- 7
- Initiative
- 11
- Growth
- 2
- Movement
- Ground
- Size
- Large
The Cavaliers are the shock troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge the enemy from afar.
-
1250 Gold
- Level
- 6
- Attack
- 24
- Defense
- 24
- Min damage
- 20
- Max damage
- 30
- Hit points
- 100
- Speed
- 8
- Initiative
- 12
- Growth
- 2
- Movement
- Ground
- Size
- Large
The Paladins are the ultimate guardians and elite troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge enemy troops from afar. Even better, Paladins have the ability to dispel enemy curses cast on their ranks.
-
1550 Gold
- Level
- 6
- Attack
- 24
- Defense
- 20
- Min damage
- 20
- Max damage
- 35
- Hit points
- 100
- Speed
- 8
- Initiative
- 12
- Growth
- 2
- Movement
- Ground
- Size
- Large
Nothing holds greater fear for infantry troops than a heavy cavalry attack. Rampaging their way through armed ranks, trampling enemy soldiers underfoot, Champions strike down all who stand in their way with their mighty weapons, and always prevail on the battlefield.
-
1550 Gold
- Level
- 7
- Attack
- 27
- Defense
- 27
- Min damage
- 45
- Max damage
- 45
- Hit points
- 180
- Speed
- 6
- Initiative
- 11
- Growth
- 1
- Movement
- Flying
- Size
- Large
The Angels are the incarnation of Elrath on Ashan, and as such they are the ultimate representation of his power. These creatures of Light are fierce in combat and their attacks are always deadly. An angel cannot be killed, if its body is endangered it will return to its spirit form and rejoin its master.
-
1 Crystal
-
3200 Gold
- Level
- 7
- Attack
- 31
- Defense
- 31
- Min damage
- 50
- Max damage
- 50
- Hit points
- 220
- Speed
- 8
- Initiative
- 11
- Growth
- 1
- Movement
- Flying
- Size
- Large
Greater even than the Angels are the Archangels. As lieutenants of Elrath, they are blessed with the supreme power of resurrecting champions who have died in combat and giving them another chance to serve their Lord.
-
2 Crystal
-
4200 Gold
- Level
- 7
- Attack
- 35
- Defense
- 25
- Min damage
- 25
- Max damage
- 75
- Hit points
- 220
- Speed
- 8
- Initiative
- 11
- Growth
- 1
- Movement
- Flying
- Mana
- 0
- Size
- Large
The whims of the gods are not for us to understand. Why these angels have fallen from grace is anybody's guess. In learning the cruel lessons of their fall from grace, they have also learnt how to drain the life from their enemies.
-
4200 Gold