Player guide

Thronefall guide

Weapons, perks, mutators, maps and enemies: everything you need to know to prepare your runs.

Up to date with version 2.14.1902.180

019 weapons

Weapons

Each weapon combines a passive and an active ability.

  • Bow & Dagger

    Passive
    Fast ranged attack. Strong against most units but not very effective when attacking siege engines.
    Active
    Stab a nearby enemy with your dagger and deal massive damage. The lower the health of your victim as you attack, the lower the cooldown of the ability will be.
    Unlock
    From the start
  • Light Spear

    Passive
    Rapid melee attack. Deals bonus damage against all fast-moving enemy types and slows them down for a couple of seconds. Effective against fast enemies.
    Active
    Heal yourself and significantly increase your attack speed for a brief moment. If you activate the ability while being below 30% of your max health, the effect lasts longer.
    Unlock
    Beat Nordfels
  • Heavy Sword

    Passive
    Slow melee attack. Deals splash damage. Strong against groups of enemies. You start the game with +20% health and health-regeneration.
    Active
    Big strike with a large circular radius, dealing splash damage around you (can hit airborne units).
    Unlock
    Beat Durststein
  • Lightning Staff

    Passive
    Shoots a lightning bolt at all enemies in range. Enemies in close proximity to each other can not all be hit at once. That means the more spread out your enemies are, the more enemies you can hit at once.
    Active
    A powerful lightning erupts from your current position after a short delay and deals massive splash damage in a small radius.
    Unlock
    Beat Frostsee
  • Shadow Codex

    Passive
    Curses an enemy in close proximity and deals damage to every cursed target at once.
    Active
    Removes the curse from all targets, dealing a big blast of damage to all of them.
    Unlock
    Beat Uferwind
  • Falchion & Traps

    Passive
    Three fast, consecutive melee hits that deal bonus damage against monsters. Landing a killing blow grants you some health.
    Active
    Place a trap that triggers if an enemy enters its center. You can place three traps in a row without cooldowns. Traps need time to charge in order to deal full damage.
    Unlock
    Beat Sturmklamm
  • Potion Vials

    Passive
    Throws potions that both damage foes and heal allies in range. Targets ground only and prefers healing over attacking.
    Active
    Slows and damages all enemies in a large radius while healing allies in range as well as yourself.
    Unlock
    Beat Wildbach
  • Battle Axe

    Passive
    Deals splash damage in a small radius around you. Has health-steal and deals bonus damage to siege engines.
    Active
    Gain a temporary shield bubble protecting you from all damage.
    Unlock
    Beat Moorweg
  • Blood Wand

    Passive
    Rapid medium-range attacks. Damage increases by +25% per second while attacking the same target. Faster attack speed and ramp-up when stationary.
    Active
    Sacrifice your own health to deal damage to an enemy (scales with your health). Slows you for 4 seconds upon use.
    Unlock
    Beat Freifort

Is some information missing, wrong or out of date? Report a problem in this chapter

0254 perks

Perks

Perks unlock as you earn EXP; each run takes a limited number of them.

  • Royal Mint

    Your castle center produces 1, 2 or 3 additional gold per day depending on its level.

    Unlock
    Level 2
  • Arcane Towers

    All of your towers have +20% range and their projectiles deal +33% more damage to enemies.

    Unlock
    Level 3
  • Heavy Armor

    You have a massive +250% more health and +35% more self-healing.

    Unlock
    Level 4
  • Resilient Residences

    Your houses have +100% more health and are fully repaired before the first daylight to continue paying taxes when destroyed.

    Unlock
    Level 5
  • Castle Fortifications

    Your castle center has +150% health. The interval between its attacks is reduced by -67% and its attack range increased by +50%.

    Unlock
    Level 6
  • Ring of Resurrection

    The first time you die each night, you are revived immediately and all of your dead units are revived with you.

    Unlock
    Level 7
  • Warrior Training

    Your weapon becomes more powerful every night all the way up to +100% for the final night.

    Unlock
    Level 8
  • Architect's Council

    The build options from the next castle center upgrade are already unlocked. This means you have more building options to choose from early in the game.

    Unlock
    Level 9
  • Castle Blueprints

    Walls and towers have +50% more health.

    Unlock
    Level 10
  • Gladiator School

    Units are trained +75% faster. Training facilities train a reservist that spawns instantly once the first unit dies.

    Unlock
    Level 11
  • War Horse

    Your horse is +20% faster and riding over enemies deals 2.5 damage to them and 0.25 damage to you.

    Unlock
    Level 12
  • Glass Cannon

    You deal +80% more damage, but you have -80% health.

    Unlock
    Level 13
  • Big Harbours

    Harbours have capacity for 2 additional fishing boats, have +100% more health and spawn with one boat on the water. Upgrading them to level 2 costs +3 gold.

    Unlock
    Level 14
  • Elite Warriors

    All of your units have +50% health.

    Unlock
    Level 15
  • Commander Mode

    All of your units and buildings deal +40% more damage to enemies but your own damage is -60% less effective.

    Unlock
    Level 16
  • Archery Skills

    All your archers have +60% more range and +60% projectile speed.

    Unlock
    Level 17
  • Faster Research

    All of your research starts with 1 day of progress already complete, so all upgrades finish much faster. All upgrades cost -1 gold.

    Unlock
    Level 18
  • Fortified Houses

    Houses have +250% more health and shoot arrows at enemies dealing 8 damage to enemies nearby every 5 seconds on level 1 and every 1.75 seconds on level 2.

    Unlock
    Level 19
  • Pumpkin Fields

    Every mill gives +1 income and fields have +400% more health.

    Unlock
    Level 20
  • Healing Spirits

    All healing effects on you and your units are +65% more effective.

    Unlock
    Level 21
  • Ice Magic

    Every enemy you touch is slowed. All slow effects on enemies last +200% longer and slowed enemies move 40% slower.

    Unlock
    Level 22
  • Melee Resistance

    You, your units and all of your buildings start the game with +30% resistance against melee attacks.

    Unlock
    Level 23
  • Power Tower

    The tower you are closest to gets a significant attack speed boost of +266%.

    Unlock
    Level 24
  • Ranged Resistance

    You, your units and all of your buildings start the game with +30% resistance against ranged attacks.

    Unlock
    Level 25
  • Treasure Hunter

    You get +15, +25 and +40 extra gold before the last three waves.

    Unlock
    Level 26
  • Sustainable Mining

    Your mines produce +1 gold and their income is reset back to 7 every time they are destroyed.

    Unlock
    Level 27
  • God's Lotion

    You regenerate health +110% faster and the delay before health regeneration kicks in is reduced by -50%.

    Unlock
    Level 28
  • Melee Damage

    You, your units and all of your buildings start the game with +35% melee damage.

    Unlock
    Level 29
  • Anti-Air Telescope

    Flying enemies spawn with -25% health and deal -25% damage.

    Unlock
    Level 30
  • Health Potions

    All of your units heal themselves by 2.5 health per second.

    Unlock
    Level 31
  • Ranged Damage

    You, your units and all of your buildings start the game with +25% ranged damage.

    Unlock
    Level 32
  • Stronger Heroes

    Your hero units from the hero’s quarter have +50% more health and are +40% stronger.

    Unlock
    Level 33
  • Loan

    Start the level with +7 gold but the first 10 gold dropped by enemies disappears.

    Unlock
    Level 34
  • Elite Towers

    Every tower that was freshly built or upgraded during the last day receives an elite marker for one night making it deal +65% damage.

    Unlock
    Level 35
  • Ancient Shrines

    Shrines do not have to be purchased and shoot +50% stronger projectiles but they require +100% more energy to be activated.

    Unlock
    Level 36
  • Lighter Materials

    Your auto-attack cooldown is reduced by -33%.

    Unlock
    Level 37
  • Spell Scroll

    The cooldown of your active ability is reduced by -35%.

    Unlock
    Level 38
  • Daredevil

    The lower on health you are the more additional damage you deal (up to +115%).

    Unlock
    Level 39
  • Emergency Repairs

    Walls are repaired during battle using materials from other walls, allowing them to share their health.

    Unlock
    Level 40
  • Interest

    At the beginning of each night you gain 1 gold for every 3 gold you have left in your chest (rounded up), but never more than 20.

    Unlock
    Level 41
  • Relentless Research

    Research buildings immediately continue to make research progress when they respawn after being destroyed.

    Unlock
    Level 42
  • Explosive Walls

    Walls explode when destroyed, dealing damage to all enemies near them. The explosion damage increases with the level of the wall.

    Unlock
    Level 43
  • Timber Scaffolding

    Tower upgrades are no longer limited by the castle center level and the build cost of towers is reduced by 1 gold.

    Unlock
    Level 44
  • Experience Gain

    Whenever any of your units respawns at its training facility, it gets +6% attack damage and health for the rest of the night (effect can stack).

    Unlock
    Level 45
  • Double Healing

    Healing towers can heal two targets at once.

    Unlock
    Level 46
  • Pristine Archers

    Ranged units are twice as expensive but they deal +75% more damage and have +75% more health.

    Unlock
    Level 47
  • Outpost

    Start the game with 2 free towers far from your castle center.

    Unlock
    Level 48
  • Healing Gold

    Collecting coins during the night heals you.

    Unlock
    Level 49
  • Explosive Revival

    Damage enemies around you whenever you are revived.

    Unlock
    Level 50
  • Pristine Warriors

    Melee units are twice as expensive but they deal +75% more damage and have +75% more health.

    Unlock
    Level 51
  • Cobbler

    All of your melee units move +50% faster.

    Unlock
    Level 52
  • Agile Horse

    You no longer need to be on full health to allow sprinting.

    Unlock
    Level 53
  • Royal Protection

    Your units receive -60% damage while following you around.

    Unlock
    Level 54
  • Last Stand

    If your castle center falls below 50% of its health, all of your towers are revived.

    Unlock
    Level 55

Is some information missing, wrong or out of date? Report a problem in this chapter

0318 mutators

Mutators

Mutators make the game harder in exchange for extra points and EXP if you win.

  • Challenge the Snake God

    +30% points and EXP

    Enemies drop -50% gold but you get +30% more points and XP if you win.

    Unlock
    From the start
  • Challenge the Tiger God

    +20% points and EXP

    Enemies deal +75% damage but you get +20% more points and XP if you win.

    Unlock
    From the start
  • Challenge the Turtle God

    +40% points and EXP

    Enemies have +60% more health but you get +40% more points and XP if you win.

    Unlock
    From the start
  • Challenge the Falcon God

    +20% points and EXP

    Enemies are +75% faster and chase you 60% shorter when you attack them but you get +20% more points and XP if you win.

    Unlock
    Beat Nordfels
  • Challenge the God of Destruction

    +20% points and EXP

    Buildings only heal 25% of their health points every morning. Destroyed buildings take an additional day to get repaired but you get +20% more points and XP if you win.

    Unlock
    Beat Durststein
  • Challenge the Wasp God

    +20% points and EXP

    In the first 3 nights there will be +100% more enemies that spawn +25% faster, but you get +20% more points and XP if you win.

    Unlock
    Beat Durststein
  • Challenge the God of Death

    +20% points and EXP

    Allied units are no longer revived at night and your own revive time is increased by +100%, but you get +20% more points and XP if you win.

    Unlock
    Beat Durststein
  • No Towers Pact

    +20% points and EXP

    Towers are a lot more expensive, but you get +20% more points and XP if you win.

    Unlock
    Beat Frostsee
  • No Units Pact

    +40% points and EXP

    Units are a lot more expensive, but you get +40% more points and XP if you win.

    Unlock
    Beat Frostsee
  • No Walls Pact

    +10% points and EXP

    You can’t build any walls, but you get +10% more points and XP if you win.

    Unlock
    Beat Frostsee
  • Challenge the Phoenix God

    +30% points and EXP

    Enemy units regenerate 8% of their health (at most 15 health) every second, but you get +30% more points and XP if you win.

    Unlock
    Beat Frostsee
  • Challenge the Elite God

    +75% points and EXP

    Every fourth enemy spawn will consist of elite enemies with greatly improved health and attack damage but you get +75% score and XP if you win.

    Unlock
    Beat Uferwind
  • Challenge the Growth God

    +50% points and EXP

    Enemies grow stronger and stronger every night, all the way up to +75% health and +75% attack damage, but you get +50% more score and XP if you win.

    Unlock
    Beat Uferwind
  • Challenge the Range God

    +20% points and EXP

    Ranged enemies on the ground are supercharged and have +70% more range, +100% health, +40% attack damage, +50% move speed and -30% attack cooldown times but you get +20% more score and XP if you win.

    Unlock
    Beat Uferwind
  • Challenge the God of Chaos

    +45% points and EXP

    Enemies are spawned all over the map and a lot closer to your castle center, but they can’t attack for a few seconds after spawning and you get +45% more score and XP if you win.

    Unlock
    Beat Sturmklamm
  • Challenge the God of Afterlife

    +50% points and EXP

    Humanoid enemies have a chance to respawn as ghosts once killed but you get +50% more score and XP if you win.

    Unlock
    Beat Wildbach
  • Challenge the God of Choice

    +10% points and EXP

    Half of your building upgrades are unavailable but you get +10% more score and XP if you win.

    Unlock
    Beat Moorweg
  • Pacifist Pact

    +40% points and EXP

    Your auto-attack cooldown is increased by 200%, your ability cooldown is +200% longer and you have -50% health but you get +40% more score and XP if you win.

    Unlock
    Beat Freifort

Is some information missing, wrong or out of date? Report a problem in this chapter

0411 maps

Maps

The campaign maps and the eternal trials, with their leaderboard.

  • Leaderboard

    Neuland

    Waves
    8
    Max perks
    None

    Quests and waves

    Neuland

    Quests

    1. Achieve a victory

    Waves

    1. Wave 1 6 gold
      • ×5 Peasant
    2. Wave 2 3 gold
      • ×6 Peasant
    3. Wave 3 4 gold
      • ×15 Peasant
    4. Wave 4 6 gold
      • ×25 Peasant
    5. Wave 5 6 gold
      • ×25 Peasant
    6. Wave 6 8 gold
      • ×7 Archer
      • ×15 Peasant
    7. Wave 7 8 gold
      • ×10 Archer
      • ×20 Peasant
    8. Wave 8 0 gold
      • ×4 Ogre
  • Quests and waves

    Nordfels

    Quests

    1. Achieve a victory
    2. Achieve a highscore of 5,000
    3. Achieve a victory without Bow & Dagger
    4. Achieve a victory with Challenge the Turtle God
    5. Achieve a victory with Challenge the Snake God
    6. Achieve a victory with Challenge the Turtle God + Challenge the Tiger God

    Waves

    1. Wave 1 5 gold
      • ×3 Swordsman
    2. Wave 2 5 gold
      • ×8 Swordsman
    3. Wave 3 5 gold
      • ×2 Hunterling
      • ×8 Swordsman
    4. Wave 4 8 gold
      • ×24 Archer
    5. Wave 5 2 gold
      • ×15 Racer
    6. Wave 6 5 gold
      • ×20 Swordsman
      • ×20 Archer
    7. Wave 7 5 gold
      • ×15 Wasp
    8. Wave 8 9 gold
      • ×30 Swordsman
      • ×10 Racer
      • ×10 Hunterling
    9. Wave 9 13 gold
      • ×5 Ogre
      • ×25 Wasp
    10. Wave 10 12 gold
      • ×90 Swordsman
      • ×3 Ogre
    11. Wave 11 14 gold
      • ×30 Racer
      • ×50 Archer
    12. Wave 12 5 gold
      • ×5 Hunterling
    13. Wave 13 0 gold
      • ×7 Ogre
      • ×16 Catapult
      • ×35 Racer
      • ×30 Wasp
      • ×80 Swordsman
      • ×30 Archer
      • ×5 Hunterling
  • Leaderboard

    Durststein

    Waves
    12
    Max perks
    5

    Quests and waves

    Durststein

    Quests

    1. Achieve a victory
    2. Achieve a victory without Light Spear
    3. Achieve a victory with Challenge the Snake God
    4. Achieve a victory with Light Spear + Challenge the Turtle God
    5. Achieve a victory with Challenge the Falcon God + Challenge the Tiger God
    6. Achieve a highscore of 12,000

    Waves

    1. Wave 1 3 gold
      • ×8 Monster Rider
    2. Wave 2 4 gold
      • ×8 Racer
      • ×18 Peasant
    3. Wave 3 3 gold
      • ×14 Archer
      • ×2 Swordsman
      • ×8 Monster Rider
    4. Wave 4 3 gold
      • ×7 Hunterling
      • ×30 Swordsman
      • ×10 Archer
    5. Wave 5 4 gold
      • ×5 Exploder
      • ×20 Swordsman
    6. Wave 6 4 gold
      • ×12 Hunterling
      • ×30 Archer
      • ×10 Monster Rider
    7. Wave 7 4 gold
      • ×3 Ogre
      • ×12 Archer
      • ×3 Exploder
      • ×12 Monster Rider
    8. Wave 8 4 gold
      • ×7 Ogre
      • ×36 Swordsman
      • ×3 Exploder
    9. Wave 9 4 gold
      • ×105 Monster Rider
    10. Wave 10 1 gold
      • ×25 Hunterling
      • ×2 Ogre
      • ×2 Catapult
      • ×15 Swordsman
      • ×15 Archer
      • ×15 Racer
      • ×2 Exploder
    11. Wave 11 1 gold
      • ×14 Ogre
      • ×35 Racer
    12. Wave 12 0 gold
      • ×150 Monster Rider
      • ×25 Ogre
      • ×35 Archer
      • ×20 Racer
      • ×50 Swordsman
      • ×35 Hunterling
      • ×3 Catapult
      • ×20 Exploder
  • Quests and waves

    Frostsee

    Quests

    1. Achieve a victory
    2. Achieve a victory with Heavy Sword + Challenge the Snake God
    3. Achieve a victory with Light Spear + Challenge the Falcon God + Challenge the God of Destruction
    4. Achieve a highscore of 12,500
    5. Achieve a victory with Challenge the God of Death + Challenge the Tiger God + Challenge the God of Destruction
    6. Achieve a victory with Bow & Dagger + Challenge the Wasp God + Challenge the Turtle God

    Waves

    1. Wave 1 4 gold
      • ×7 Swordsman
    2. Wave 2 4 gold
      • ×17 Slime
    3. Wave 3 2 gold
      • ×4 Master Crossbowmen
    4. Wave 4 3 gold
      • ×45 Slime
    5. Wave 5 6 gold
      • ×10 Swordsman
      • ×1 Ram
    6. Wave 6 6 gold
      • ×9 Wasp
    7. Wave 7 8 gold
      • ×2 Ram
      • ×14 Master Crossbowmen
    8. Wave 8 5 gold
      • ×30 Spiky Slime
      • ×8 Racer
    9. Wave 9 8 gold
      • ×33 Wasp
    10. Wave 10 8 gold
      • ×4 Ram
      • ×5 Ogre
      • ×10 Master Crossbowmen
      • ×40 Swordsman
    11. Wave 11 8 gold
      • ×30 Racer
      • ×20 Spiky Slime
      • ×20 Wasp
    12. Wave 12 22 gold
      • ×34 Slime
      • ×17 Spiky Slime
      • ×20 Racer
      • ×10 Hunterling
      • ×45 Swordsman
      • ×3 Ram
      • ×8 Master Crossbowmen
      • ×6 Ogre
    13. Wave 13 0 gold
      • ×1 Shadow In The Water
  • Quests and waves

    Uferwind

    Quests

    1. Achieve a victory
    2. Achieve a victory with No Walls Pact + Challenge the Falcon God
    3. Achieve a victory with Heavy Sword + No Towers Pact
    4. Achieve a victory with Lightning Staff + No Units Pact
    5. Achieve a victory with Challenge the Phoenix God + Challenge the Wasp God
    6. Achieve a victory with Challenge the Turtle God + Challenge the Tiger God + Power Tower

    Waves

    1. Wave 1 10 gold
      • ×47 Peasant
    2. Wave 2 7 gold
      • ×8 Pikes
      • ×10 Archer
    3. Wave 3 11 gold
      • ×7 Fury
    4. Wave 4 12 gold
      • ×25 Archer
      • ×16 Pikes
    5. Wave 5 14 gold
      • ×8 Fury
      • ×12 Wasp
      • ×12 Monster Rider
    6. Wave 6 14 gold
      • ×38 Barrel Knight
    7. Wave 7 7 gold
      • ×25 Flying Mage
    8. Wave 8 12 gold
      • ×12 Fury
      • ×16 Wasp
      • ×25 Pikes
      • ×25 Archer
    9. Wave 9 28 gold
      • ×45 Barrel Knight
      • ×35 Flying Mage
    10. Wave 10 15 gold
      • ×25 Racer
      • ×30 Fury
      • ×20 Wasp
    11. Wave 11 16 gold
      • ×12 Ogre
      • ×4 Ram
      • ×40 Flying Mage
      • ×40 Pikes
    12. Wave 12 0 gold
      • ×7 Ram
      • ×42 Barrel Knight
      • ×46 Flying Mage
      • ×30 Fury
  • Leaderboard

    Sturmklamm

    Waves
    13
    Max perks
    5

    Quests and waves

    Sturmklamm

    Quests

    1. Achieve a victory
    2. Achieve a victory with Glass Cannon + War Horse + Faster Research
    3. Achieve a victory with Shadow Codex + Loan + Challenge the Range God
    4. Achieve a victory with Challenge the Growth God + No Units Pact
    5. Achieve a highscore of 13,500
    6. Achieve a victory with Challenge the Elite God

    Waves

    1. Wave 1 6 gold
      • ×3 Archer
      • ×3 Pikes
    2. Wave 2 6 gold
      • ×5 Mole Warrior
    3. Wave 3 12 gold
      • ×12 Archer
      • ×9 Pikes
    4. Wave 4 13 gold
      • ×8 Wasp
      • ×6 Fury
    5. Wave 5 12 gold
      • ×8 Mole Archer
      • ×8 Mole Warrior
    6. Wave 6 15 gold
      • ×30 Archer
      • ×6 Ogre
      • ×3 Catapult
    7. Wave 7 12 gold
      • ×20 Mole Warrior
      • ×30 Racer
      • ×30 Monster Rider
      • ×20 Flying Mage
    8. Wave 8 18 gold
      • ×9 Quicksling
      • ×36 Pikes
    9. Wave 9 30 gold
      • ×60 Mole Archer
      • ×40 Mole Warrior
      • ×6 Exploder
    10. Wave 10 18 gold
      • ×90 Racer
      • ×30 Master Crossbowmen
      • ×6 Exploder
    11. Wave 11 48 gold
      • ×14 Fury
      • ×30 Flying Mage
      • ×30 Wasp
    12. Wave 12 54 gold
      • ×10 Exploder
      • ×30 Pikes
      • ×16 Quicksling
      • ×70 Mole Warrior
      • ×85 Mole Archer
      • ×45 Swordsman
      • ×30 Racer
    13. Wave 13 0 gold
      • ×4 Strange Statue
  • Quests and waves

    Wildbach

    Quests

    1. Achieve a victory
    2. Achieve a victory with Falchion & Traps + Explosive Walls + Emergency Repairs
    3. Achieve a victory with Challenge the God of Chaos
    4. Achieve a victory with War Horse + No Units Pact
    5. Achieve a victory with Challenge the Growth God + Challenge the Range God + Challenge the Wasp God
    6. Achieve a highscore of 20,000

    Waves

    1. Wave 1 4 gold
      • ×6 Flail
    2. Wave 2 4 gold
      • ×24 Small Spider
    3. Wave 3 6 gold
      • ×10 Bloodwing
    4. Wave 4 6 gold
      • ×21 Slime
      • ×21 Giraffe Slime
    5. Wave 5 7 gold
      • ×15 Flail
      • ×3 Flogre
    6. Wave 6 8 gold
      • ×60 Small Spider
      • ×16 Spider
    7. Wave 7 6 gold
      • ×15 Bloodwing
      • ×15 Wasp
    8. Wave 8 10 gold
      • ×60 Giraffe Slime
      • ×7 Flogre
    9. Wave 9 12 gold
      • ×2 Big Spider
      • ×30 Spider
      • ×60 Small Spider
    10. Wave 10 10 gold
      • ×70 Bloodwing
    11. Wave 11 12 gold
      • ×100 Flail
      • ×20 Flogre
    12. Wave 12 18 gold
      • ×40 Giraffe Slime
      • ×40 Spiky Giraffe
      • ×80 Racer
    13. Wave 13 0 gold
      • ×20 Big Spider
      • ×20 Bloodwing
      • ×35 Spider
      • ×35 Small Spider
  • Quests and waves

    Moorweg

    Quests

    1. Achieve a victory
    2. Achieve a victory with Commander Mode
    3. Achieve a victory with Ancient Shrines + Challenge the Snake God
    4. Achieve a victory with Warrior Training + Challenge the Growth God
    5. Achieve a victory with Challenge the Range God + No Units Pact
    6. Achieve a victory with Challenge the God of Afterlife + Challenge the Wasp God + Challenge the Falcon God

    Waves

    1. Wave 1 8 gold
      • ×8 Giraffe Slime
    2. Wave 2 7 gold
      • ×8 Ghost
    3. Wave 3 10 gold
      • ×1 Thing
    4. Wave 4 10 gold
      • ×18 Spider
      • ×54 Small Spider
    5. Wave 5 12 gold
      • ×20 Swordsman
      • ×2 Ram
      • ×4 Master Crossbowmen
      • ×10 Monster Rider
    6. Wave 6 12 gold
      • ×32 Racer
      • ×12 Barrel Knight
    7. Wave 7 15 gold
      • ×5 Thing
    8. Wave 8 15 gold
      • ×100 Ghost
    9. Wave 9 30 gold
      • ×4 Big Spider
      • ×20 Spiky Giraffe
      • ×6 Exploder
      • ×10 Fury
      • ×20 Wasp
    10. Wave 10 35 gold
      • ×10 Flogre
      • ×10 Ram
      • ×20 Master Crossbowmen
      • ×50 Flail
      • ×50 Archer
    11. Wave 11 56 gold
      • ×26 Thing
      • ×80 Ghost
    12. Wave 12 0 gold
      • ×1 Elara the Vile
  • Quests and waves

    Freifort

    Quests

    1. Achieve a victory
    2. Achieve a victory with Battle Axe + War Horse
    3. Achieve a victory with Challenge the God of Choice + No Walls Pact
    4. Achieve a victory with Challenge the Turtle God + Challenge the Tiger God
    5. Achieve a victory with Challenge the God of Choice + Challenge the God of Afterlife + Challenge the God of Chaos
    6. Achieve a highscore of 20,000

    Waves

    1. Wave 1 7 gold
      • ×2 Barrel Knight
      • ×6 Archer
    2. Wave 2 8 gold
      • ×1 Ram
      • ×4 Flail
      • ×2 Master Crossbowmen
    3. Wave 3 8 gold
      • ×25 Small Spider
      • ×3 Spider
    4. Wave 4 8 gold
      • ×3 Wheel
    5. Wave 5 12 gold
      • ×45 Monster Rider
    6. Wave 6 12 gold
      • ×10 Hunterling
      • ×4 Quicksling
      • ×20 Swordsman
    7. Wave 7 12 gold
      • ×5 Iron Tower
      • ×15 Barrel Knight
      • ×30 Archer
    8. Wave 8 12 gold
      • ×15 Spider
      • ×40 Racer
      • ×20 Flying Mage
    9. Wave 9 18 gold
      • ×15 Wheel
      • ×15 Monster Rider
      • ×15 Master Crossbowmen
      • ×15 Pikes
    10. Wave 10 35 gold
      • ×21 Wind-Boat
      • ×20 Barrel Knight
      • ×10 Ogre
      • ×2 Wheel
      • ×12 Spider
    11. Wave 11 25 gold
      • ×8 Wheel
      • ×45 Archer
      • ×15 Racer
      • ×6 Ram
      • ×30 Pikes
      • ×1 Big Spider
      • ×2 Wind-Boat
    12. Wave 12 40 gold
      • ×11 Iron Tower
      • ×11 Wheel
      • ×11 Wind-Boat
      • ×52 Barrel Knight
      • ×32 Master Crossbowmen
      • ×32 Flail
      • ×11 Catapult
      • ×11 Ram
    13. Wave 13 0 gold
      • ×1 Iron Castle
  • Quests and waves

    Totend

    Quests

    1. Achieve a victory
    2. Achieve a victory with Blood Wand + Heavy Armor + Daredevil
    3. Achieve a victory with Pacifist Pact + Challenge the God of Choice
    4. Achieve a victory with No Units Pact + No Walls Pact + No Towers Pact
    5. Achieve a highscore of 25,000
    6. Achieve a victory with Challenge the Growth God + Challenge the God of Choice + Challenge the Range God

    Waves

    1. Wave 1 10 gold
      • ×20 Fire Snail
    2. Wave 2 10 gold
      • ×6 Dark Warrior
      • ×1 Iron Tower
    3. Wave 3 15 gold
      • ×20 Flying Mage
      • ×45 Slime
      • ×50 Small Spider
      • ×25 Giraffe Slime
      • ×10 Racer
    4. Wave 4 18 gold
      • ×15 Mole Warrior
      • ×15 Mole Archer
      • ×25 Spider
    5. Wave 5 18 gold
      • ×1 Thing
      • ×2 Big Spider
      • ×15 Fury
    6. Wave 6 30 gold
      • ×100 Fire Snail
    7. Wave 7 30 gold
      • ×3 Ram
      • ×3 Quicksling
      • ×3 Catapult
      • ×3 Iron Tower
      • ×6 Wheel
      • ×35 Ghost
    8. Wave 8 27 gold
      • ×20 Wasp
      • ×20 Fury
      • ×20 Bloodwing
      • ×120 Racer
      • ×9 Exploder
    9. Wave 9 30 gold
      • ×60 Fire Snail
      • ×20 Dark Warrior
      • ×10 Catapult
      • ×20 Master Crossbowmen
      • ×10 Flogre
      • ×20 Flail
      • ×3 Thing
    10. Wave 10 35 gold
      • ×8 Exploder
      • ×15 Iron Tower
      • ×80 Archer
      • ×25 Fire Snail
      • ×15 Pikes
      • ×20 Wind-Boat
    11. Wave 11 32 gold
      • ×7 Thing
      • ×15 Big Spider
      • ×30 Fire Snail
      • ×30 Giraffe Slime
    12. Wave 12 60 gold
      • ×75 Mole Archer
      • ×75 Mole Warrior
      • ×25 Wheel
    13. Wave 13 50 gold
      • ×30 Fire Snail
      • ×100 Dark Warrior
      • ×20 Quicksling
      • ×20 Ram
    14. Wave 14 60 gold
      • ×9 Thing
      • ×18 Big Spider
      • ×24 Iron Tower
      • ×20 Wind-Boat
      • ×9 Catapult
      • ×40 Dark Warrior
    15. Wave 15 5 gold
      • ×1 The Corrupt King

Is some information missing, wrong or out of date? Report a problem in this chapter

0518 buildings

Buildings

Each building with its cost, its health and its upgrades, level by level, as in a normal game.

  • Castle Center

    HP
    100
    1. Lvl 1
      Cost
      3

      Starts a new Kingdom!

    2. Lvl 2
      Cost
      7
      HP
      +200

      Unlocks more build options and your character becomes stronger.

      • Royal Training

        +75% Health and self-healing for your character
        +75% Attack damage output for your character

      • Builder's Guild

        + Every evening a level 1 house is automatically upgraded to a level 2 house (if available) and one is immediately upgraded now
        +50% Health and self-healing for your character

      • Magic Armor

        + Ranged enemies that attack you take 7 damage. Melee enemies that attack you take 1 damage.
        +150% Health for your character
        +100% Self-healing for your character

        Unlock
        Beat Nordfels
      • Assassin's Training

        +105% Attack damage output for your character
        + If you manage to use your active ability just as the cooldown wears off, the next cooldown is cut in half

        Unlock
        Beat Durststein
    3. Lvl 3
      Cost
      20
      HP
      +400

      Unlocks more build options and your character becomes stronger.

      • Royal Mastery

        +75% Health and health-regeneration for your character
        +75% Attack damage for your character

      • Commander

        + Units move +60% faster while you command them.
        + Units can attack while you command them.
        + Units are +20% stronger and more durable when set to hold position.

      • Castle-Up

        + All tower and wall upgrades are permanently discounted by -1 for level 1 buildings and by -4 for level 2 buildings.
        +40% health and health-regeneration for your character

        Unlock
        Beat Nordfels
      • Godly Curse

        + When your character attacks an enemy for the first time it instantly loses 25% of its health.
        +75% health and health-regeneration for your character

        Unlock
        Beat Durststein
  • House

    HP
    20
    Income
    1
    1. Lvl 1
      Cost
      2

      Generates solid income.

    2. Lvl 2
      Cost
      2
      HP
      +10
      Income
      +1

      More income.

  • Mill

    HP
    30
    Income
    1
    1. Lvl 1
      Cost
      3

      Unlocks the option to build fields to increase income.

      • Improved Plow

        Every future upgrade of this mill will increase its income even more. (+1 / Upgrade)

      • Explosive Traps

        The mill and all of its fields explode when destroyed. The damage dealt to enemies increase every time you upgrade the mill.

      • Scarecrows

        Every field belonging to this mill receives a free scarecrow. Scarecrows have a strong anti-air attack.

        Unlock
        Beat Nordfels
      • Wind Spirits

        Wind spirits magically intercept a portion of small enemy projectiles fired from the ground (such as arrows). The higher the level of this mill, the more projectiles are blocked. Additionally this mill gains a ranged attack that slows enemies.

        Unlock
        Beat Durststein
    2. Lvl 2
      Cost
      4
      HP
      +20
      Income
      +1

      Increases income significantly.

    3. Lvl 3
      Cost
      6
      HP
      +30
      Income
      +4

      Increases income significantly.

  • Field

    HP
    10
    Income
    1
    1. Lvl 1
      Cost
      1

      Fields generate good income but are very vulnerable to enemy attacks.

  • Gold Mine

    HP
    20
    Income
    6
    1. Lvl 1
      Cost
      5

      Gold mines initially generate a high income that decreases over time (-1 / day). Movement bonus: Teleport to another gold mine.

  • Harbor

    HP
    60
    1. Lvl 1
      Cost
      3

      Builds a fishing boat every morning (max 5 boats). Each boat generates 1 gold per day.

    2. Lvl 2
      Cost
      7
      HP
      +60

      The income from all boats in this harbor is doubled.

  • Bridge

    HP
    100
    Income
    1
    1. Lvl 1
      Cost
      2

      Building this opens up a new path for you, your allies and your enemies.

  • Wall

    HP
    240
    1. Lvl 1
      Cost
      Varies

      Stops enemies from entering your castle. (Enemies are unable to pass through your gates, even when they are open.)

    2. Lvl 2
      Cost
      Varies
      HP
      +400

      Increases the resistance of the wall.

  • Barricades

    1. Lvl 1
      Cost
      Varies

      Barricades damage fast enemies and slow them down.

  • Defense Tower

    HP
    100
    1. Lvl 1
      Cost
      3

      Shoots at enemy units.

    2. Lvl 2
      Cost
      5

      Choose an upgrade for this tower.

      • Castle Tower

        +150 Health
        -40% Attack Cooldown
        +100% Projectile Speed
        Targets the closest unit.

        HP
        +150
      • Sniper Tower

        +50% Range and projectile speed
        +180% Attack damage
        +100% Attack cooldown
        Targets the highest health unit and siege weapons.

      • Armored Tower

        +350 Health
        +When first damaged this tower activates a shield protecting it for 6.50 seconds.
        Targets the lowest health unit and flying.

        HP
        +350
        Unlock
        Beat Nordfels
      • Bunker Tower

        +75 Health
        -45% Range
        +Attack cooldown decreases with each consecutive shot during the night.
        Targets random units.

        HP
        +75
        Unlock
        Beat Durststein
    3. Lvl 3
      Cost
      15

      Choose an upgrade for this tower.

      • Archer's Spire

        +350 Health
        +Shoots an additional arrow at another enemy in range.
        -30% Attack Cooldown

        HP
        +350
      • Ballistic Spire

        +50% Attack cooldown
        +450% Attack damage
        +50% projectile speed
        +Slows hit enemies down.

      • Fire Spire

        +250 Health
        +Projectiles explode dealing splash damage but their single target damage is reduced by -25%.
        +Tower can pour hot oil on enemies in close proximity.

        HP
        +250
        Unlock
        Beat Nordfels
      • Healing Spire

        +750 Health
        -30% Attack Cooldown
        +10% Attack Damage
        +All of this tower's damage is converted into healing for allies. Only targets your own units from now on.

        HP
        +750
        Unlock
        Beat Durststein
  • Barracks

    HP
    30
    1. Lvl 1
      Cost
      4

      Choose a melee unit type.

      • Knights

        Knights are versatile warriors who are well armored against ranged attacks.

      • Spearmen

        Spearmen are fast and strong units. They do extra damage against fast enemies and slow them down. Not a great pick against ranged units.

      • Flails

        Flails can simultaneously attack all enemies in a circle around them and regenerate a bit of health for every enemy they hit.

        Unlock
        Beat Nordfels
      • Berserks

        Berserks jump to enter the battle causing a big burst of initial damage. They deal bonus damage against siege engines and take reduced damage from fire and explosions.

        Unlock
        Beat Durststein
    2. Lvl 2
      Cost
      8
      HP
      +10

      More units, faster replenishment.

    3. Lvl 3
      Cost
      16
      HP
      +10

      More units, faster replenishment.

  • Archery Range

    HP
    30
    1. Lvl 1
      Cost
      4

      Choose a ranged unit type.

      • Longbow Archers

        Longbows have a very large range and deal bonus damage against humanoid enemies. Great pick if you manage to keep them at a safe distance.

      • Crossbowmen

        Crossbowmen have a low range but high damage output. They are armored against ranged attacks. Bonus damage against ranged units. Less effective against flying units.

      • Hunters

        Hunters are fast and effective against monsters. They have decent self defense capabilities in melee combat but are vulnerable against ranged units.

        Unlock
        Beat Nordfels
      • Fire Archers

        Fire Archers deal splash damage around their attack target and cause bonus damage against siege engines.

        Unlock
        Beat Durststein
    2. Lvl 2
      Cost
      8
      HP
      +10

      More units, faster replenishment.

    3. Lvl 3
      Cost
      16
      HP
      +10

      More units, faster replenishment.

  • Hero's Quarter

    HP
    50
    1. Lvl 1
      Cost
      6

      Choose a powerful hero unit to support you in battle.

      • Golem

        Very sturdy unit that deals both splash damage as well as plenty of single target damage. Perfect for your frontline when supported by other units.

      • Support Mage

        Heals you and allied units in range and absorbs magical projectiles in a wide radius.

      • Firewing

        A flying unit that deals splash damage to ground and airborne enemies.

        Unlock
        Beat Uferwind
      • Lizard Rider

        Fast archer unit that focuses on important targets like low health enemies, flying monsters or enemy support units. Additionally the lizard can perform a melee attack.

        Unlock
        Beat Uferwind
    2. Lvl 2
      Cost
      10
      HP
      +20

      The hero trained here becomes twice as strong and resilient.

    3. Lvl 3
      Cost
      20
      HP
      +20

      The hero trained here becomes twice as strong and resilient.

  • Blacksmith

    HP
    80
    1. Lvl 1
      Cost
      4

      Researches upgrades. Upgrades apply to you, your units and your buildings.

      • Melee Attack

        +25% melee damage for you, your units and your buildings (3 days to research)

      • Ranged Attack

        +20% ranged damage for you, your units and your buildings (3 days to research)

      • Melee Armor

        +30% melee resistance for you, your units and your buildings (2 days to research)

      • Ranged Armor

        +30% ranged resistance for you, your units and your buildings (2 days to research)

    2. Lvl 2
      Cost
      9

      Researches upgrades. Upgrades apply to you, your units and your buildings.

      • Melee Attack

        +25% melee damage for you, your units and your buildings (3 days to research)

      • Ranged Attack

        +20% ranged damage for you, your units and your buildings (3 days to research)

      • Melee Armor

        +30% melee resistance for you, your units and your buildings (2 days to research)

      • Ranged Armor

        +30% ranged resistance for you, your units and your buildings (2 days to research)

    3. Lvl 3
      Cost
      16

      Researches upgrades. Upgrades apply to you, your units and your buildings.

      • Melee Attack

        +25% melee damage for you, your units and your buildings (3 days to research)

      • Ranged Attack

        +20% ranged damage for you, your units and your buildings (3 days to research)

      • Melee Armor

        +30% melee resistance for you, your units and your buildings (2 days to research)

      • Ranged Armor

        +30% ranged resistance for you, your units and your buildings (2 days to research)

  • Royal Forge

    HP
    80
    1. Lvl 1
      Cost
      4

      Researches upgrades specifically for your character.

      • Lighter Weaponry

        -40% cooldown for the auto-attack of your weapon (2 days to research)

      • Additional Armor

        +60% health and health regeneration for your character (2 days to research)

      • Blessed Weaponry

        -40% ability cooldown for your active ability (2 days to research)

      • Sharper Weaponry

        +50% damage for your weapon, affects both active and passive ability (3 days to research)

    2. Lvl 2
      Cost
      7

      Researches upgrades specifically for your character.

      • Lighter Weaponry

        -40% cooldown for the auto-attack of your weapon (2 days to research)

      • Additional Armor

        +60% health and health regeneration for your character (2 days to research)

      • Blessed Weaponry

        -40% ability cooldown for your active ability (2 days to research)

      • Sharper Weaponry

        +50% damage for your weapon, affects both active and passive ability (3 days to research)

    3. Lvl 3
      Cost
      14

      Researches upgrades specifically for your character.

      • Lighter Weaponry

        -40% cooldown for the auto-attack of your weapon (2 days to research)

      • Additional Armor

        +60% health and health regeneration for your character (2 days to research)

      • Blessed Weaponry

        -40% ability cooldown for your active ability (2 days to research)

      • Sharper Weaponry

        +50% damage for your weapon, affects both active and passive ability (3 days to research)

  • Temple

    HP
    150
    1. Lvl 1
      Cost
      2

      The gods grant you a spell for the next night only. Spells get significantly stronger with each temple upgrade.

      • Sacrifice (Lvl 1)

        - All of your units are sacrificed at the beginning of the night.
        + Your units respawn +250% faster.
        (Applies to the next night only!)

      • Overload (Lvl 1)

        - All of your towers lose 1% of health per second.
        + Tower projectiles deal +100% more damage.
        (Applies to the next night only!)

      • Blessing (Lvl 1)

        - You move 20% slower.
        + You deal +100% more damage, have +75% health and +75% self-healing.
        (Applies to the next night only!)

      • Ice Rain (Lvl 1)

        + An ice bolt rains from the sky every 6 seconds, targeting your closest enemy, and dealing 20 damage per shot.
        - Ice bolts can damage you and your units as well.
        (Applies to the next night only!)

      • Prayers (Lvl 1)

        - Activated shrines don't grant any gold.
        + Your shrines have both +100% attack range as well as +100% activation range.
        (Applies to the next night only!)

      • Wisdom (Lvl 1)

        - All of your buildings lose 0.50% of health per second. (Warning! This effect will destroy your castle center if the night lasts too long!)
        + All of your buildings immediately drop 1 gold when destroyed.
        (Applies to the next night only!)

    2. Lvl 2
      Cost
      6
      HP
      +50

      The gods grant you a powerful spell for the next night only. Spells get significantly stronger with each temple upgrade.

      • Sacrifice (Lvl 2)

        - All of your units are sacrificed at the beginning of the night.
        + Your units respawn +275% faster.
        (Applies to the next night only!)

      • Overload (Lvl 2)

        - All of your towers lose 1% of health per second.
        + Tower projectiles deal +150% more damage.
        (Applies to the next night only!)

      • Blessing (Lvl 2)

        - You move 35% slower.
        + You deal +150% more damage, have +125% health and +125% self-healing.
        (Applies to the next night only!)

      • Ice Rain (Lvl 2)

        + An ice bolt rains from the sky every 3.50 seconds, targeting your closest enemy, and dealing 40 damage per shot.
        - Ice bolts can damage you and your units as well.
        (Applies to the next night only!)

      • Prayers (Lvl 2)

        - Activated shrines don't grant any gold.
        + Your shrines have both +150% attack range as well as +150% activation range.
        (Applies to the next night only!)

      • Wisdom (Lvl 2)

        - All of your buildings lose 0.50% of health per second. (Warning! This effect will destroy your castle center if the night lasts too long!)
        + All of your buildings immediately drop 2 gold when destroyed.
        (Applies to the next night only!)

    3. Lvl 3
      Cost
      25
      HP
      +50

      The gods grant you their most powerful spells for the next night only.

      • Sacrifice (Lvl 3)

        - All of your units are sacrificed at the beginning of the night.
        + Your units respawn +300% faster.
        (Applies to the next night only!)

      • Overload (Lvl 3)

        - All of your towers lose 1% of health per second.
        + Tower projectiles deal +200% more damage.
        (Applies to the next night only!)

      • Blessing (Lvl 3)

        - You move 50% slower.
        + You deal +200% more damage, have +175% health and +175% self-healing.
        (Applies to the next night only!)

      • Ice Rain (Lvl 3)

        + An ice bolt rains from the sky every 1.50 seconds, targeting your closest enemy, and dealing 60 damage per shot.
        - Ice bolts can damage you and your units as well.
        (Applies to the next night only!)

      • Prayers (Lvl 3)

        - Activated shrines don't grant any gold.
        + Your shrines have both +300% attack range as well as +300% activation range.
        (Applies to the next night only!)

      • Wisdom (Lvl 3)

        - All of your buildings lose 0.50% of health per second. (Warning! This effect will destroy your castle center if the night lasts too long!)
        + All of your buildings immediately drop 3 gold when destroyed.
        (Applies to the next night only!)

  • Shrine

    1. Lvl 1
      Cost
      3

      Activates once enough enemies in its close proximity have died. Once activated, it gives 2 income per night and shoots at enemies, becoming +20% stronger for every other shrine you activate.

  • Summoning Circle

    HP
    10
    1. Lvl 1
      Cost
      1

      Pick additional enemies that get summoned next night. Increases the difficulty, but you can collect more gold from defeated foes.

      • Wasp

        Spawn 2 Wasps.
        They drop 2 gold.

      • Ghost

        Spawn 3 Ghosts.
        They drop 4 gold.

      • Ogre

        Spawn 3 Ogres.
        They drop 7 gold.

      • Big Spider

        Spawn 1 Big Spider.
        They drop 9 gold.

    2. Lvl 2
      Cost
      2

      Pick additional enemies that get summoned next night. Increases the difficulty, but you can collect more gold from defeated foes.

      • Elite Wasp

        Spawn 2 Elite Wasps.
        They drop 4 gold.

      • Elite Ghost

        Spawn 3 Elite Ghosts.
        They drop 6 gold.

      • Elite Ogre

        Spawn 3 Elite Ogres.
        They drop 10 gold.

      • Elite Big Spider

        Spawn 1 Elite Big Spider.
        They drop 15 gold.

Is some information missing, wrong or out of date? Report a problem in this chapter

0612 troops

Troops

The allied units and the building that trains them. Health and respawn time are given for each level of that building when they change with it.

Barracks

  • Knights

    Knights are versatile warriors who are well armored against ranged attacks.

    HP
    105
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    From the start
  • Spearmen

    Spearmen are fast and strong units. They do extra damage against fast enemies and slow them down. Not a great pick against ranged units.

    HP
    66
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    From the start
  • Flails

    Flails can simultaneously attack all enemies in a circle around them and regenerate a bit of health for every enemy they hit.

    HP
    70
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    Beat Nordfels
  • Berserks

    Berserks jump to enter the battle causing a big burst of initial damage. They deal bonus damage against siege engines and take reduced damage from fire and explosions.

    HP
    58.5
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    Beat Durststein

Archery Range

  • Longbow Archers

    Longbows have a very large range and deal bonus damage against humanoid enemies. Great pick if you manage to keep them at a safe distance.

    HP
    25
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    From the start
  • Crossbowmen

    Crossbowmen have a low range but high damage output. They are armored against ranged attacks. Bonus damage against ranged units. Less effective against flying units.

    HP
    45
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    From the start
  • Hunters

    Hunters are fast and effective against monsters. They have decent self defense capabilities in melee combat but are vulnerable against ranged units.

    HP
    45
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    Beat Nordfels
  • Fire Archers

    Fire Archers deal splash damage around their attack target and cause bonus damage against siege engines.

    HP
    20
    Max units
    12
    Respawn
    15 / 10 / 6 s
    Unlock
    Beat Durststein

Hero's Quarter

  • Golem

    Very sturdy unit that deals both splash damage as well as plenty of single target damage. Perfect for your frontline when supported by other units.

    HP
    360 / 720 / 1,440
    Max units
    1
    Respawn
    60 s
    Unlock
    From the start
  • Support Mage

    Heals you and allied units in range and absorbs magical projectiles in a wide radius.

    HP
    75 / 150 / 300
    Max units
    1
    Respawn
    60 s
    Unlock
    From the start
  • Firewing

    A flying unit that deals splash damage to ground and airborne enemies.

    HP
    30 / 60 / 120
    Max units
    1
    Respawn
    60 s
    Unlock
    Beat Uferwind
  • Lizard Rider

    Fast archer unit that focuses on important targets like low health enemies, flying monsters or enemy support units. Additionally the lizard can perform a melee attack.

    HP
    60 / 120 / 240
    Max units
    1
    Respawn
    60 s
    Unlock
    Beat Uferwind

Is some information missing, wrong or out of date? Report a problem in this chapter

0741 enemies

Enemies

The enemies of the campaign in the order you meet them, then its bosses. Their health is the base health, raised in game by elite enemies and mutators.

  • Archer

    Archers shoot arrows from afar. Quite strong when left uncontested. Weak against buildings and towers.

    HP
    20
    Maps
    Neuland, Nordfels, Durststein, Uferwind, Sturmklamm, Moorweg, Freifort, Totend
  • Ogre

    Ogres are huge melee warriors that really pack a punch. Hey! Due to their human heritage, ogres aren't monsters though (everybody knows that, duh).

    HP
    200
    Maps
    Neuland, Nordfels, Durststein, Frostsee, Uferwind, Sturmklamm, Freifort
  • Peasant

    Peasants equipped with clubs. Not an enemy to worry about, unless they appear in bigger numbers.

    HP
    8.7
    Maps
    Neuland, Durststein, Uferwind
  • Catapult

    Catapults are siege units that deal massive damage to your buildings from afar. Your only chance is to get close and destroy them before they demolish your walls.

    HP
    45
    Maps
    Nordfels, Durststein, Sturmklamm, Freifort, Totend
  • Hunterling

    Hunterlings are incredibly fast and dangerous monsters with the sole aim of chasing you down. They can smell your royal blood all across the entire kingdom.

    HP
    30
    Maps
    Nordfels, Durststein, Frostsee, Freifort
  • Racer

    Racers are fast rolling monsters that are not messing around. They aim right for your castle center and are somewhat armored against attacks from the player character.

    HP
    35
    Maps
    Nordfels, Durststein, Frostsee, Uferwind, Sturmklamm, Wildbach, Moorweg, Freifort, Totend
  • Swordsman

    Swordsmen are simple melee warriors, but do not underestimate them when they come in numbers.

    HP
    25
    Maps
    Nordfels, Durststein, Frostsee, Sturmklamm, Moorweg, Freifort
  • Wasp

    Wasps are flying monsters eager to destroy every single one of your economic buildings.

    HP
    25
    Maps
    Nordfels, Frostsee, Uferwind, Sturmklamm, Wildbach, Moorweg, Totend
  • Exploder

    Exploders are monsters that roll straight for the closest building and explode when they die. They are slightly armored against attacks from the player character.

    HP
    65
    Maps
    Durststein, Sturmklamm, Moorweg, Totend
  • Monster Rider

    Monster riders are fast and durable melee warriors. A man meets monster synergy that should not be underestimated.

    HP
    40
    Maps
    Durststein, Uferwind, Sturmklamm, Moorweg, Freifort
  • Master Crossbowmen

    Master Crossbowmen deal massive amounts of damage to you and your units. Best to keep yourself and your troops entirely out of range whenever you can. They are quite weak against buildings though.

    HP
    40
    Maps
    Frostsee, Sturmklamm, Moorweg, Freifort, Totend
  • Ram

    Rams are siege units with a ton of health looking to tear down your walls and buildings. Furthermore, they are armored against ranged attacks.

    HP
    250
    Maps
    Frostsee, Uferwind, Moorweg, Freifort, Totend
  • Slime

    Slimes are small melee monsters without much brain so they will just attack whatever is closest to them. They usually appear in groups which makes them vulnerable against splash damage.

    HP
    12.5
    Maps
    Frostsee, Wildbach, Totend
  • Spiky Slime

    Spiky Slimes are small melee monsters without much brain so they will just attack whatever is closest to them. They usually appear in groups which makes them vulnerable against splash damage. Spiky slimes have more health and attack damage than normal slimes.

    HP
    50
    Maps
    Frostsee
  • Barrel Knight

    An enchanted warrior made of wood. Counts as a siege weapon and is armored against ranged attacks. Quite sturdy and eager to cause trouble.

    HP
    100
    Maps
    Uferwind, Moorweg, Freifort
  • Flying Mage

    Shoots magical projectiles that deal splash damage. Prefers attacking your units.

    HP
    45
    Maps
    Uferwind, Sturmklamm, Freifort, Totend
  • Fury

    A large flying monster that focusses on destroying your defenses. Their projectiles are quite slow and easy to dodge but wreak havoc when they hit.

    HP
    75
    Maps
    Uferwind, Sturmklamm, Moorweg, Totend
  • Pikes

    Equipped with long spears. Your horse is slowed and you take additional damage when riding into them, even more so when galloping. Better try to stay out of their range.

    HP
    25
    Maps
    Uferwind, Sturmklamm, Freifort, Totend
  • Mole Archer

    A ranged unit that loves playing hard to get. Takes additional damage from defense towers.

    HP
    50
    Maps
    Sturmklamm, Totend
  • Mole Warrior

    Can tunnel directly to its target. Takes additional damage from defense towers.

    HP
    60
    Maps
    Sturmklamm, Totend
  • Quicksling

    A unique siege weapon that rapidly fires arrows at random enemies in its range. If you don't have any allied buildings or units nearby, it will quickly mow you down.

    HP
    55
    Maps
    Sturmklamm, Freifort, Totend
  • Big Spider

    Goes right after your economy if it can, but is weak against buildings.

    HP
    800
    Maps
    Wildbach, Moorweg, Freifort, Totend
  • Bloodwing

    Flying unit that loves the smell of blood. Chases your troops across the entire map.

    HP
    50
    Maps
    Wildbach, Totend
  • Flail

    Deals splash damage with each attack.

    HP
    55
    Maps
    Wildbach, Moorweg, Freifort, Totend
  • Flogre

    A giant ogre equipped with a flail, dealing splash damage around it.

    HP
    275
    Maps
    Wildbach, Moorweg, Totend
  • Giraffe Slime

    Has a slimy ranged attack but no brain. Attacks whatever is closest.

    HP
    30
    Maps
    Wildbach, Moorweg, Totend
  • Small Spider

    Goes right after your economy if it can, but is weak against buildings.

    HP
    12.5
    Maps
    Wildbach, Moorweg, Freifort, Totend
  • Spider

    Goes right after your economy if it can, but is weak against buildings.

    HP
    50
    Maps
    Wildbach, Moorweg, Freifort, Totend
  • Spiky Giraffe

    Has a slimy ranged attack and a lot of health but no brain. Attacks whatever is closest.

    HP
    100
    Maps
    Wildbach, Moorweg
  • Ghost

    Can pass through other units and closed gates. Prefers to attack towers and your castle center. Takes increased damage from towers but reduced damage from your character.

    HP
    100
    Maps
    Moorweg, Totend
  • Thing

    A terrifying monster that can attack with its tentacles in all directions at once.

    HP
    1,100
    Maps
    Moorweg, Totend
  • Iron Tower

    A siege tower on wheels that takes reduced damage from fire and explosions.

    HP
    200
    Maps
    Freifort, Totend
  • Wheel

    A fast siege engine that deals some splash damage.

    HP
    180
    Maps
    Freifort, Totend
  • Wind-Boat

    A high-health flying siege engine with a medium ranged attack.

    HP
    300
    Maps
    Freifort, Totend
  • Dark Warrior

    Poisoned by greed and magic, these humanoid warriors are a nightmare to fight against.

    HP
    135
    Maps
    Totend
  • Fire Snail

    A slow monster bound by dark forces that explodes on death. Takes reduced damage from fire and explosions.

    HP
    45
    Maps
    Totend
  • Shadow In The Water

    Boss

    Some people saw shadows moving in the water a few days ago. Nobody believed them.

    HP
    15,000
    Maps
    Frostsee
  • Strange Statue

    Boss

    Some speculate they could be part of an ancient defense mechanism? Maybe there is a reason this castle remained abandoned for so long? No... they are just statues...

    HP
    10,000 (per statue, 4 statues)
    Maps
    Sturmklamm
  • Elara the Vile

    Boss

    Could this really be the grave of the infamous Elara the Vile? You've heard the stories of how she burned down entire cities. The guards claim to have heard a strange laughter from the inside the coffin. Probably best to keep a safe distance tonight.

    HP
    15,000
    Maps
    Moorweg
  • Iron Castle

    Boss

    You can see it approaching on the horizon, an iron castle on wheels. It can only mean one thing. The corrupt king has finally found you.

    HP
    66,000
    Maps
    Freifort
  • The Corrupt King

    Boss

    While once the beloved ruler of the realm, he was corrupted by greed and power. You rebuilt the realm from the ruins his rule had left behind. The corrupt king is fuming with hatred and envy.

    HP
    70,000 (then 66,666 in the second phase)
    Maps
    Totend

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