Infantry
• Required Skill : Melee 1+
• Speed : Low
• Field of Vision : Low (A bit smaller than Archers)
• Melee : Low
• # of Units : 25
• HP per Unit : 360
Main melee troop capable of taking heavy damage, but weak
against cavalry. Infantry can block arrow attacks with shields when moving slowly.
 
Heavy Infantry
• Required Skill : Melee 10+
• Speed : Low
• Melee : Mid
• HP per Unit : 375
• Field of Vision : Small (A bit smaller than Archers)
• # of Units : 25
Heavy infantry are more stronger than regular infantry but their heavy metallic armor makes them slower and vulnerable to lightning attacks.
 
Knight
• Required Skill : Melee 15+
• Speed : Low
• Melee : High
• # of Units : 25
• Field of Vision : Low (A bit smaller than Archers)
• HP per Unit : 390
Knights using two handed weapons are even more powerful than
the Heavy infantry.
 
Paladin
• Required Skill : Melee 15+, Holy 6+
• Speed : Low
• Field of Vision : Low (A bit smaller than Archers)
• Melee : High
• # of Units : 25
• HP per Unit : 400
Holy infantry slightly less effective than Knights in melee combat. Paladins can cast holy magic to heal allies and damage undead
units including ghouls.
- Curatio : Healing spell.
- Holy Explosion : Regenerates Paladin’s HP for a while and
  increases defense rate.
- Bless and Heal : Regenerates HP of friendly forces nearby, and
  negates the additional damage of enemy Magic Boost. But
  Paladins cannot cast Curatio while using Bless and Heal.
 
Spearman
• Required Skill : Melee 2+
• Frontal Attack : 3+
• Speed : Low
• Melee : Low
• # of Units : 24
• HP per Unit : 417
• Frontal Attack : Highest
• Field of Vision : Low (A bit smaller than Archers)
In defensive stance spearmen can immobilize enemy troops in their front. Spearmen are especially effective against cavalry.
 
Cavalry
• Required Skill : Melee 5+, Frontal Attack 2+, Riding 2+
• Speed : High
• Melee : High
• Frontal Attack : Mid
• # of Units : 12
• HP per Unit : 833
• Field of Vision : Low (A bit larger than Archers)
Cavalry deal great damage to enemy troops when charging through them without getting entangled. Effective against infantry but weak against spearmen and axemen.
 
Heavy Cavalry
• Required Skill : Melee 7+, Frontal Attack 5+, Riding 5+
• Speed : High
• Melee : High
• Frontal Attack : Mid
• # of Units : 12
• HP per Unit : 833
• Field of Vision : Low (A bit larger than Archers)
Heavy armored cavalry are stronger and tougher than regular cavalry,
but they are vulnerable to lightning attacks.
 
Storm Rider
• Required Skill : Melee 10+, Riding 10+, Frontal Attack 8+.
• Speed : Highest
• Field of Vision : Highest
• # of Units : 7
• Melee : High
• HP per Unit : 1429
Giant eagles trained for battle. Storm riders can not attack ground troops in forest areas. Effective against infantry and cavalry but
weak against archers.
 
Archer
• Required Skill : Melee 1+, Range 1+
• Field of Vision : Low
• Speed : Low (but the fastest walking unit, except Sappers)
• Range : Mid
• Melee : Low
• Ranged Attack : Low
• # of Units : 16
• HP per Unit : 300
Archers attack with normal arrows, fire arrows, and powerful direct arrows. When entangled in melee combat, archers can not use their bows.
- Fire Arrow : Adds fire damage and ignite objects.
- Direct Arrow : Shoots arrows directly at a low angle to double the
  damage at a cost of range .
 
Longbowman
• Required Skill : Melee 3+ Range 7+
• Speed : Low
• Field of Vision : Small (A bit larger than Archers)
• Ranged Attack : Ranged Attack
• # of Units : 16
• Range : Ranged Attack
• Melee : Low
• HP per Unit : 300
Longbowmen have greater range and better armor than normal archers.
 
Mortar
• Required Skill : Melee 9+, Gunpowder 12+, Teamwork 8+
• Speed : Low
• Range : High
• Ranged Attack : Mid
• # of Units : 16
• Field of Vision : Low
• Melee : Low
• HP per Unit : 400
Mortar troops have great destructive power and longer range than archers, but they are slower due to the heavy weight of their cannons.
 
Sapper
• Required Skill : Melee 1+, Teamwork 1+
• Field of Vision : Low
• Melee : Mid
• # of Units : 25
• HP per Unit : 300
• Speed : Low(But highest among walking units)
Sappers can set traps, open dams, and dismantle enemy traps. Sappers can be substituted for infantry but they do not carry shields for defense
- Trap : Traps can be set. Traps will be activated when enemies
  step over them.   Once set, traps can be activated up to 10 times.
- Remove : Sappers can detect enemy traps and remove them to
  earn SP.
- Open Watergate : A watergate can be opened to flush down enemy.
  Only used in Single mode.
 
Pyro-Technician
• Required Skill : Melee 4+, Teamwork 4+, Gunpowder 5+
• Field of Vision : Low
• # of Units : 25
• Speed : Low
• Melee : Mid
• HP per Unit : 300
Pyro-technicians are sappers that can set fires and lay explosive mines.
- Mine : Charge explosive mines. The mines do more damage than
   traps, and inflict fire damage as well.
 
Bomber Wing
• Required Skill : Melee 9+, Gunpowder 12+, Teamwork 8+.
• Field of Vision : Highest
• # of Units : 4
• Speed : High
• Ranged Attack : Mid
• HP per Unit : 2500
Small Dwarven bombers with explosive air to ground only attack.
Weak against archers and aerial unit.
 
Ballista
• Required Skill : Melee 6+, Range 6+, Teamwork 10+
• Speed : Lowest
• Range : Highest
• Field of Vision : Mid
• Ranged Attack : Highest
• # of Units : 3
• Melee : Low
• HP per Unit : 3333
Ballistae attack with harpoons that do damage to a narrow but
lengthy region. Ballistae can also attack aerial troops and are
effective against slow moving large air units.
 
Catapult
• Required Skill : Melee 3+, Range 3+, Teamwork 4+
• Range : Highest
• Field of Vision : Mid
• Speed : Slowest
• # of Units : 3
• Ranged Attack :
• Melee : Low
• HP per Unit : 3333
Catapults launch large stones and fire pots. They are slow, but can inflict tremendous damage to all enemies on ground and collapse castle walls.
- Firepot : Shoot a pot of burning oil. Shorter range than normal
  attack and more SP spent..