Troll

Units | Buildings | Improvements | Spells | Spy Ops Skill level: Intermediate | Attacking: | Converting: | Exploring:

While Trolls cannot take advancements, XP yields more generated land at a rate of +1% for every 10,000 XP (max +100% generated).

Units

Unit OP / DP Special Abilities Attributes Cost
Magical Boots 0 / 0
  • OP: 0.00 / DP: 0.00 / T: 9
  • Only dies against units with 8 or more raw military power.
  • Does not count towards population. No housing required.
  • No draftee required to train.
  • Returns 3 ticks faster from battle.
  • Equipment
  • 400 gold, 50 mana
    Forest Troll 8 / 6
    • OP: 8.00 / DP: 6.00 / T: 9
    • Only dies against units with 8 or more raw military power.
    • Plunders up to 4 Lumber on attack.
    • Returns 3 ticks faster if paired with a Magical Boots.
  • Living
  • Sentient
  • 900 gold, 80 lumber
    Ironskin 0 / 0
    • OP: 0.00 / DP: 0.00 / T: 12
    • Does not count towards population. No housing required.
    • No draftee required to train.
  • Equipment
  • 0 gold, 300 ore, 50 gem
    Mountain Troll 10 / 16
    • OP: 10.00 / DP: 16.00 / T: 12
    • Eats 0.1 peasants on successful invasion.
    • Eats 0.1 draftees on successful invasion.
    • Only dies against units with 12 or more raw military power.
    • Offense increased by 4 when paired with 1 Ironskin on attack.
    • Defense increased by 4 when paired with 1 Ironskin at home.
    • Plunders up to 2 Food on attack.
    • Plunders up to 1 Gems on attack.
  • Living
  • Massive
  • Sentient
  • 2,000 gold, 500 ore

    Perks

    Food consumption +25%
    Gem production +50%
    Salvages ore, lumber, and gems of unit costs from lost units 20%
    Improvement points -25%
    Improvement bonuses max +100%
    Cannot level up advancements Yes

    Lands

    Home land type: Hill
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Hut Forest
    • Houses 42 Forest Trolls.
    • Spy strength increased by 2% for every 1% (max +200%).
    • Provides 0 jobs.
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Plateau Mountain
    • Houses 30 Mountain Trolls.
    • Provides 0 jobs.
    School Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Stronghold Mountain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.

    Improvements

    Building Perks
    Bashing
    • Defensive power:
      • Max: 50%
      • Coefficient: 7,500
    Building
    • Construction costs:
      • Max: -50%
      • Coefficient: 4,000
    • Rezoning costs:
      • Max: -50%
      • Coefficient: 4,000
    Glimmering
    • Gold production:
      • Max: 50%
      • Coefficient: 4,000
    Hunting
    • Food production:
      • Max: 90%
      • Coefficient: 5,000
    Muttering
    • Wizard strength:
      • Max: 90%
      • Coefficient: 5,000
    • Mana production:
      • Max: 90%
      • Coefficient: 5,000
    • Spell damage:
      • Max: -90%
      • Coefficient: 5,000
    • Wizard Guild housing:
      • Max: 90%
      • Coefficient: 5,000
    Nesting
    • Population:
      • Max: 40%
      • Coefficient: 4,000
    Rock Throwing
    • Ore production:
      • Max: 50%
      • Coefficient: 4,000
    Smashing
    • Offensive power:
      • Max: 50%
      • Coefficient: 7,500
    Sneaking
    • Spy strength:
      • Max: 90%
      • Coefficient: 5,000
    • Reduced spy losses:
      • Max: -90%
      • Coefficient: 5,000
    • Forest Haven housing:
      • Max: 90%
      • Coefficient: 5,000
    Training
    • Unit gold costs:
      • Max: -50%
      • Coefficient: 4,000
    • Unit ore costs:
      • Max: -50%
      • Coefficient: 4,000
    Trampling
    • Land discovered:
      • Max: 70%
      • Coefficient: 4,000
    Uprooting
    • Lumber production:
      • Max: 50%
      • Coefficient: 4,000

    Spells

    See Spells.

    Spy Ops

    See Spy Ops.