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.
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.
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.
Each building with its cost, its health and its upgrades, level by level, as in a normal game.
Castle Center
HP
100
Lvl 1
Cost
3
Starts a new Kingdom!
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
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
Lvl 1
Cost
2
Generates solid income.
Lvl 2
Cost
2
HP
+10
Income
+1
More income.
Mill
HP
30
Income
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
Lvl 2
Cost
4
HP
+20
Income
+1
Increases income significantly.
Lvl 3
Cost
6
HP
+30
Income
+4
Increases income significantly.
Field
HP
10
Income
1
Lvl 1
Cost
1
Fields generate good income but are very vulnerable to enemy attacks.
Gold Mine
HP
20
Income
6
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
Lvl 1
Cost
3
Builds a fishing boat every morning (max 5 boats). Each boat generates 1 gold per day.
Lvl 2
Cost
7
HP
+60
The income from all boats in this harbor is doubled.
Bridge
HP
100
Income
1
Lvl 1
Cost
2
Building this opens up a new path for you, your allies and your enemies.
Wall
HP
240
Lvl 1
Cost
Varies
Stops enemies from entering your castle. (Enemies are unable to pass through your gates, even when they are open.)
Lvl 2
Cost
Varies
HP
+400
Increases the resistance of the wall.
Barricades
Lvl 1
Cost
Varies
Barricades damage fast enemies and slow them down.
Defense Tower
HP
100
Lvl 1
Cost
3
Shoots at enemy units.
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
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
+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
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
Lvl 2
Cost
8
HP
+10
More units, faster replenishment.
Lvl 3
Cost
16
HP
+10
More units, faster replenishment.
Archery Range
HP
30
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
Lvl 2
Cost
8
HP
+10
More units, faster replenishment.
Lvl 3
Cost
16
HP
+10
More units, faster replenishment.
Hero's Quarter
HP
50
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
Lvl 2
Cost
10
HP
+20
The hero trained here becomes twice as strong and resilient.
Lvl 3
Cost
20
HP
+20
The hero trained here becomes twice as strong and resilient.
Blacksmith
HP
80
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)
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)
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
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)
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)
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
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!)
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!)
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
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
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.
Lvl 2
Cost
2
Pick additional enemies that get summoned next night. Increases the difficulty, but you can collect more gold from defeated foes.
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.
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.
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.
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.
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.
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.