Alchemist
|
0
/
0
|
- OP: 0 / DP: 0 / T: 6
- You can at most have 20 of this unit per Gold Quarry.
- Increases improvement points from gold by (([Units]/[Land])/100)%.
- Produces 5.4 gold/tick if paired Gold Quarry (up to 20 units per Gold Quarry).
- No draftee required to train.
|
Living, Sentient, and Wise
|
333 gold, 1 Peasant
|
Gold Wyrm
|
0
/
1,200
|
- OP: 0 / DP: 1,200 / T: 12
- You can at most have 1 of this unit per Gold Quarry.
- -50% casualties.
- Does not count towards population. No housing required.
- Eats 20 extra food.
- Immortal if successfully fending off invader.
|
Intelligent, Living, Massive, and Sentient
|
300,000 gold
|
Halcyon
|
0
/
8
|
- OP: 0 / DP: 8 / T: 0
- Cannot be released
- -30% * Wizard Ratio casualties.
- Counts as 0.25 wizard.
- Upon death, returns as wizard.
- Immortal if Wizard Ratio is at least 5 on offense (if invading) or on defense (if defending).
- No draftee required to train.
|
Aspect, Intelligent, Living, Sentient, and Wise
|
1 Wizard, 360 gold, 20 mana
|
Chryson
|
8
/
5
|
- OP: 8 / DP: 5 / T: 0
- Cannot be released
- -30% * Wizard Ratio casualties.
- Counts as 0.25 wizard.
- Upon death, returns as wizard.
- Immortal if Wizard Ratio is at least 5 on offense (if invading) or on defense (if defending).
- No draftee required to train.
|
Aspect, Intelligent, Living, Sentient, and Wise
|
1 Wizard, 360 gold, 20 mana
|