- 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.
-
15 Gold
- Level
- 1
- Attack
- 1
- Defense
- 2
- 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.
-
25 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
Brutes view cruelty as a necessary means to achieve their end. These steely warriors are unflinching in battle, crushing with deafening blows any opponent who stands in their way.
-
25 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.
-
85 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.
-
250 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.
-
370 Gold
- Level
- 4
- Attack
- 7
- Defense
- 12
- Min damage
- 6
- Max damage
- 12
- Hit points
- 52
- Speed
- 7
- Initiative
- 10
- 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.
-
370 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.
-
600 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.
-
850 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
- 7
- Mana
- 15
- Size
- Single hex
Guided by a higher force, the Zealots are the scourge of all those who refuse to bow to Elrath. Embracing the "smiting" aspect of the Light, they prefer to punish than to preach. They cannot be diverted from their holy crusade, and all pleas for mercy are pointless.
-
850 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.
-
1300 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.
-
1700 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.
-
1700 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
-
2800 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
-
3500 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
- 14
- Size
- Large
The white wings of this angel have long been tainted by the blood of its enemies, and its scarlet attire serves as a warning to any who believe all angels are benevolent creatures. Seraphs exist not as saviours of the innocent, but as the scourge of their enemies.
-
2 Crystal
-
3500 Gold