Units (Codex)

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The Units section of the Codex provides an overview of each unit in the game, including basic strategies, stats, and background lore of each unit variety. There is a unique lore section for the four main factions: Cherrystone, Felheim, Floran, and Heavensong. Additional factions including the Outlaws do not have entries.

There is a total of 22 entries in the Units codex, and lists all units except Commanders and Summon units.

In-game, the end of the codex entries also provides the unit's Damage Matrix to all other units, and can be immediately accessed through a shortcut on the Unit Info display during battle.

Codex Entries[edit]

Soldier[edit]

Swordsman Dreadsword
The Swordsman is Cherrystone's Soldier unit. Loyal and true, the Swordsman has been the bedrock of the Cherrystone army for many years. Swordsmen fight for their love of Cherrystone and its Queen. Though they are the most numerous of all units, each and every Swordsman has their name etched upon the walls of the hall of remembrance deep inside Cherrystone Castle.


When not in battle, the Swordsman can be observed engaged in such activities as rescuing cats stuck in trees and hosting bingo tournaments for the Cherrystone mages.

Image Missing.png The Dreadsword is Felheim's Soldier unit. Though poorly armed with rusted swords and splintered shields, the sheer rate at which Felheim is able to produce Dreadswords makes them a fearsome foe. The clatter of bones and the chatter of teeth foretells their coming as they swarm tirelessly over mountain and forest.


During peacetime, the Dreadsword may turn their attention to pursuits they valued in life. Indeed, it is not uncommon to spot a Dreadsword painting, whittling or ice fishing among the desolate wastes of Felheim.

Image Missing.png
Slasher Lionblade
The Slasher is the Floran Soldier unit. Though the Floran are lithe and beautiful, moving with other-worldly grace and agility, they also display terrifying aggression and a keen hunter's instinct. The Floran Slasher epitomises this dichotomy. Armed with only jagged bone swords, claws and fangs, their savagery is unmatched.


An army of Floran Slashers on the march resembles a breeze rustling through a field of grass.

Image Missing.png The Lionblade is Heavensong's Soldier unit. The Lionblades are elite footsoldiers trained for many years in the Gilded Desert. The harsh sun and burning sand make for brutal conditions, and many recruits fail to reach the end of their training.


Fully trained Lionblades wear the 'mask of the lion', a priceless mark of their ferocity shaped from solid gold by Heavensong's expert artisans. It is said that Heavensong's armies march sporting enough gold to purchase a kingdom.

Image Missing.png
Soldier
Strategy Whilst vulnerable, Soldiers are cheap and useful. The combination of low cost and decent movement range makes them particularly useful for efficiently capturing structures early in a battle. A Soldier is also a cost effective means of occupying key space on the battlefield. Crit Condition Soldier.gif
Statistics Basic infantry, useful for capturing structures. Critical hit when adjacent to its commander.
Stats
Cost:
100
Move:
4
Sight:
2
Captures

Spearman[edit]

Pikeman Dreadspear
The Pikeman is Cherrystone's Spearman unit. Once fully trained, each and every Cherrystone Pikeman is taken to the sacred Sage Woods in eastern Cherrystone. Here, they're taught to harvest wood from ancient trees and craft the spears they will take into battle. When not in combat, they maintain the woods, nurturing the trees for future generations. Image Missing.png The Dreadspear is Felheim's Spearman unit. Once raised, Dreadspears are sent to scavenge deep within the Frozen Forest. The forest serves as a graveyard of sorts for the many large beasts that roam Felheim's icy expanses. The Dreadspears look for bones among the snow that might be fashioned into jagged spears. Image Missing.png
Stabber Heronguard
The Stabber is the Floran Spearman unit. Beginning as saplings, Floran Stabbers craft a spear from the bones of each beast they successfully hunt. Ever on the prowl for bigger and more fearsome quarry, Stabbers must craft their 10th spear before they are accepted into the Floran army. Stabbers often decorate their spears with the leaves and flowers they lose whilst hunting a foe. Image Missing.png The Heronguard is Heavensong's Spearman unit. The Heronguard are trained on the Scorched Beach, where they're taught to spear lightning-fast sailfish without disturbing the water. They are almost as dangerous with the butt of their spears as they are with their points.


The Heronguard wear the mask of their avian namesake as a mark of their speed and grace.

Image Missing.png
Spearman
Strategy Whilst slow, a Spearman excels as a defensive unit, particularly when used as part of a wall formation. Thoughtful positioning of a Spearman is key to success. They are also great for attacking structures, though their slow speed can make closing in on said structures challenging. Crit Condition Spearman.gif
Statistics Slower, more powerful infantry. Critical hit when adjacent to another spearman.
Stats
Cost:
250
Move:
3
Sight:
2
Captures

Dog[edit]

Battlepup Dreadhound
The Battlepup is Cherrystone's Dog unit. These fighting canines are raised from birth by their Battlemasters, with whom their bond is so strong that when their masters are struck down in battle, bereaved pups are relieved from duty and given to their departed Battlemasters' families.


They are fierce and intelligent, and absolutely love bones - a great incentive for fighting the Felheim infantry.

Image Missing.png The Dreadhound is Felheim's Dog unit. The first Dreadhound was raised long ago by a particularly inquisitive Lord of Felheim. Amongst other experiments, the Lord also raised immense skeletal mammoths and fearsome fleshless sharks. Whilst the majority of these experiments failed (the mammoth crumbled under its own weight and the shark sank like a stone), the Dreadhound was a resounding success. Each year there are now almost as many Dreadhounds raised as former humans.


As the saying goes, you can't keep a good dog down.

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Quagmutt Shiba Inu
The Quagmutt is the Floran Dog unit. While a Quagmutt is not technically a dog, it's fair to say that the only substantive differences between the two species are the Quagmutt's lack of fur and their absolute refusal to fetch sticks. Otherwise, a Quagmutt is just as good a scout - and just as good a boy - as any other pooch.


These adorable creatures are not bred by the Floran, and are instead found in the Quagmarsh, east of the Floran border. Though entering the Quagmarsh itself is a dangerous endeavour, wild Quagmutts show no aggression towards the Floran who go there to find them (beyond occasionally attempting to cock a leg), and are easily tamed.

Image Missing.png The Shiba Inu is Heavensong's Dog unit. Before becoming part of the Heavensong army, Shiba Inu were parade dogs trained for royal ceremonies and entertainment. Despite their new-found role in battle, Shiba Inu still have a place in ceremony today, and as such, know the best show tricks of any battle breed in Aurania. They are bred along the shores of the Cuckoo Oasis and transported to Heavensong's grasslands once they reach adulthood. There, they find the masters they will be paired with for life. Image Missing.png
Dog
Strategy A Dog is fast, powerful and a cost effective counter to the majority of ground units. However, whilst it may be able to deal a lot of damage, it's important to note its lacklustre defence. Players making use of Dogs should always attempt to attain the first hit in any encounter.


A Dog is particularly useful during fog of war battles, as it's capable of moving long distances and uncovering terrain regardless of line of sight.

Crit Condition Dog.gif
Statistics A quick unit. Critical hit when another dog is adjacent to the target.
Stats
Cost:
150
Move:
5
Sight:
3

Wagon[edit]

Wagon Wagon
Cherrystone Wagons were originally built to transport goods to market. Though long since reassigned, it's not uncommon for a band of soldiers to emerge from one with the faint smell of cinnamon buns clinging to their clothing. Image Missing.png Though small, Felheim's Wagons are capable of transporting a surprising number of footsoldiers by means of an ingenious method that involves disassembling them and laying their bones in neat rows. In an effort to avoid bone-ownership disputes, most have taken to engraving small emblems into their skeletons that serve as name tags, and some even add reassembly instructions. Image Missing.png
Wagon Wagon
The bed of a Floran Wagon is covered in soil that houses the roots of the gigantic plants that form the Wagon's canopy. As with much of the plant life used in Floran construction and armour, the leaves are remarkably strong, and regenerate at an astonishing speed. The Wagon is pulled along by a friendly fluffalo, commonly found in the Easterly Glades. Image Missing.png Driven by monkey-masked footsoldiers, Heavensong's Wagons are masterfully constructed, and require very little horsepower despite their large frames. Heavensong's Prince Koji speaks often of a future with horseless Wagons capable of travelling vast distances, though his advisors consider this little more than a childish dream. Image Missing.png
Wagon
Strategy A Wagon can be used to move units immense distances via roads, allowing players to gain a positional advantage, and enabling powerful units to be placed in positions they may otherwise fail to reach. Having a Wagon available also provides a means of speedy escape for key units. 226px
Statistics Capable of quickly transporting units that would otherwise travel by foot.
Stats
Cost:
300
Move:
12
Sight:
2
Transport

Archer[edit]

Ranger Dreadbow
The Ranger is Cherrystone's Archer unit. Cherrystone Rangers are almost impossibly nimble, able to nock and loose an arrow in the blink of an eye. It is a long-held tradition for Rangers to meet at eventide on the brink of the summer solstice and thank the winds for guiding their arrows. This tradition calls, of course, for the hearty consumption of cinnamon ale whilst leaping fully clothed and half-witted into the river Aldor. Image Missing.png The Dreadbow is Felheim's Archer unit. They fashion arrowheads from their own ribs, believing this gives them some control over their flight - a process that essentially assigns each undead archer an expiry date. Should a Dreadbow survive long enough that all of their ribs are gone, they retire from battle, spending the rest of their undeath at Silentstone in east Felheim. Image Missing.png
Shooter Hawkbow
The Shooter is the Floran Archer unit. Floran Shooters make up for their crude bone bows with their absolute mastery of archery, an art they practise in their hunts along the River Bani, which flows into the Floran Lands via the West Sea. A Shooter cares little for the size or ferocity of its prey, instead coveting the most elusive and agile foes, and attains a remarkable degree of accuracy despite poorly weighted arrows. Image Missing.png The Hawkbow is Heavensong's Archer unit. They practise their Archery high on the Glittering Peaks in southern Heavensong with bows that are nothing short of modern marvels. Effortless to draw and ultra-lightweight, they fire arrows with tips that unfold mid-flight to maximise both distance and deadliness.


The Hawkbow wear the mask of their avian namesake as a mark of their keen eye and affinity with the wind.

Image Missing.png
Archer
Strategy The Archer is a powerful and versatile unit, capable of both offence and defence, and providing the player with a means to hit less accessible foes. An Archer becomes more powerful when stationary, and should be placed out of reach of hostile melee units. Crit Condition Archer.gif
Statistics Ranged ground units able to move and attack in the same turn. Critical hit when stationary.
Stats
Cost:
500
Move:
3
Sight:
2
Range:
3
Captures

Mage[edit]

Alchemist Warlock
The Alchemist is Cherrystone's Mage unit. Alchemists are relatively new to the Cherrystone army, having originally operated as doctors, concocting elixirs and combining them with elemental power in order to cure all manner of maladies. While they still practice medicine on the battlefield, they also use that same magical talent to call down thunder and lightning on their foes. Image Missing.png The Warlock is Felheim's Mage unit. Summoned from catacombs deep beneath the Shrieking Wall, it draws its power from the residual necrotic energy in the bones of vanquished allies. The Warlock can often be seen scouring the battlefield after a conflict, snatching up particularly choice skulls and vertebrae with glee. Once the necrotic magic is siphoned from them, they can be ground up and mixed with herbs and oils to form a healing 'Bone Balm'. Image Missing.png
Shaman Thunderbear
The Shaman is the Floran Mage unit. When it comes to wisdom, the Floran Shaman is considered second only to a tribe's Greenfinger. The Shaman are not only healing herbalists, but are also practised with lightning sorcery, a powerful offensive magic generated by the enchanted red flowers they carry. These flowers grow deep within the Gloomwoods, and their location is a secret known only to the Shaman. Image Missing.png The Thunderbear is Heavensong's Mage unit. In order to wield their lightning rods, they require great strength and swift reflexes. As such, a Thunderbear's regimen consists of a combination of upper body training, balance training and meditation. Only once they reach peak condition can they hope to redirect lightning. They are also able to use their rods to subtly adjust the electrical fields of the body, a process that can heal the injured. The Thunderbear wear the mask of their animal namesake as a mark of their great strength and inner tranquillity. Image Missing.png
Mage
Strategy The Mage is a well-rounded unit with above-average movement and a devastating anti-air attack. A Mage grows more powerful at three or more shields of defence, which makes it a very powerful unit when placed on a mountain, or when used in conjunction with Emeric's Groove. Crit Condition Mage.gif
Statistics A powerful unit built to combat air threats. Critical hit when defence is 3 or above. Able to heal allied targets by 20%.
Stats
Cost:
400
Move:
5
Sight:
2
Captures

Warship[edit]

Warship Warship
Whilst Cherrystone's Warships are built at home by skilled shipwrights, they're manned by Merfolk from the Circle Sea. So attuned are the Merfolk to the movements of the sea that they're able to send their ships dancing amongst the waves with eerie grace. Image Missing.png Felheim's Warships are built and manned by Deepfolk from the Circle Sea. The Deepfolk harvest wood from the coast of Dragon's Cradle, hauling it into the water and constructing the ships in the ocean itself. The Deepfolk possess a bioluminescent stalk, and at night, the decks of Felheim Warships seem alive with ghostly lights. Image Missing.png
Warship Warship
The Floran build their Warships from the remains of pirate ships that wash up on Plunderer's Coast, patching up their hulls with clumps of moss and vines. They are manned by large crews of boisterous Floran, who clamber nimbly around the decks, somehow managing to manoeuvre them as if they were far more seaworthy vessels. Image Missing.png Superior technology has long made Heavensong's naval force the most dominant in Aurania. Heavensong Warships are strong, fast, sturdy and so simple to control that only a small crew is required. Just a single gunner can man all three of the Warship's forward cannons. Image Missing.png
Warship
Strategy A Warship's high movement, long range and ability to move and attack in the same turn make it perfect for bombarding ground-based units from the coast. A Warship becomes even more powerful when positioned on a beach. Crit Condition Warship.gif
Statistics An immensely powerful long range unit. Critical hit when on beach.
Stats
Cost:
900
Move:
8
Sight:
2
Range:
2 - 4

Harpoon Ship[edit]

Harpoon Ship Harpoon Ship
Each Harpoon Ship is armed with bolts that have been tipped with dragon scales and imbued with lightning by Cherrystone's artisan mages. A single bolt weighs upwards of 130 kg, and travels fast enough to catch a Fellbat soaring amongst the clouds. Image Missing.png The Deepfolk who serve Felheim cover their Harpoon Ships' sharp bolts with bioluminescent algae. When fired at night, the algae disperses in the air, dimly lighting the area for miles around, and exposing the positions of airborne foes. Image Missing.png
Harpoon Ship Harpoon Ship
When not at war, the Floran Harpoon Ship, armed with its gigantic bonehead bolt, is used by the Floran to hunt the gigantic beasties of the West Sea. The ships are built to bring down kraken and leviathans, and have proven effective against both.


The Floran that man the Harpoon Ship stay at sea for months at a time, returning home to great esteem and recognition should they succeed in their hunt - and great shame should they fail.

Image Missing.png Heavensong's Harpoon ships are armed with powerful glass-tipped bolts, each more expensive than the ship itself. The glass is razor-sharp, produced from the fine sands of Dragon's Graveyard, and can be rigged to shatter before impact, spraying shards into the air at alarming speed. Image Missing.png
Harpoon Ship
Strategy The Harpoon Ship excels at combating air units, and its movement speed combined with its impressive range give it huge reach. When fog of war is active, a Harpoon Ship can also be hidden in a reef, where it will gain a damage boost, further improving its effectiveness in naval combat. Crit Condition Harpoon Ship.gif
Statistics Ranged water unit, able to attack air and sea. Critical hit when in reef.
Stats
Cost:
550
Move:
4
Sight:
3
Range:
3 - 6

Dragon[edit]

Emberwing Fellbat
The Emberwing is Cherrystone's Dragon unit. Professors at the Emberwing Riders' Academy deliver an egg to each new recruit to ensure that their face is the first thing the hatchling sees. The bond formed at the moment of hatching lasts a lifetime, and each Emberwing will ride with no other person thereafter. However, aside from their ability to fly and breathe fire, they're essentially just big dogs. Image Missing.png The Fellbat is Felheim's Dragon unit. It starts life no bigger than an eagle, but as it matures, it is fed a mixture of carrion and bonemeal derived from fallen Felheim soldiers, causing it to grow to 4 or 5 times its natural adult size. Despite this, the Fellbat is a relatively friendly beast, though clumsy and seemingly unaware of how massive it is. Image Missing.png
Bloom Dragon Ryuu
The Bloom Dragon is the Floran Dragon unit. Bloom Dragons are native to the peaks of Rambler's Ruin, just beyond the eastern border of the Floran Lands. Here, they're tended to by Floran Shaman, who feed them seeds prepared by the Greenfinger. The result is a powerful creature capable of drawing power from the sun and unleashing it in a single almighty blast. Image Missing.png The Ryuu is Heavensong's Dragon unit. The Heavensong Ryuu MK I is the result of many years of research and development. The frame of the MK I is a masterwork of engineering, emulating the many bones and joints that make up the skeleton of a real dragon. Years were spent assembling and restoring bones found in Dragon's Graveyard as part of the research process. The MK I required the development of new, lighter materials, countless test flights, intense training and a great many late nights. The result is an artificial marvel capable of keeping up with the strongest of airborne beasts.


The soldiers that pilot the Ryuu wear the 'mask of the Dragon' as a mark of... well, piloting a giant dragon.

Image Missing.png
Dragon
Strategy With massive range and power, a Dragon is capable of causing enormous damage to almost any unit or structure. However, it must be moved carefully to avoid attacks from anti-air units, and is often at its best when accompanied by allies. Crit Condition Dragon.gif
Statistics Incredibly powerful air-to-ground unit. Critical hit when target is standing on a road.
Stats
Cost:
1,250
Move:
8
Sight:
3

Cavalry[edit]

Knight Dreadknight
The Knight is Cherrystone's Cavalry unit. Cherrystone Knights are men and women of great renown. Though they are masters of many weapons and battle techniques, nothing in a Knight's arsenal is as formidable as their faithful steed. Cherrystone rears its horses on the Greensweep, the range of rolling hills that border Cherry Bay. It is said that the mixture of sea air and pollen blown in from the east gives them their great size and speed. Image Missing.png The Dreadknight is Felheim's Cavalry unit. A Dreadknight's steed is a creature of darkness, drawn from across Felheim to its master's side by way of a necrotic blood ritual. The soul of the Dreadknight dominates and absorbs that of its mount until a single consciousness remains. If Dreadknight and stallion are separated for too long, both are driven to a violent madness. Image Missing.png
Greenguard Tigerlance
The Greenguard is the Floran Cavalry unit. Before Greenfinger Zawan came to power, the fluffalo of the Easterly Glades were little more than a snack to wandering Floran.


However, though they may look chubby and stubby, they have proven to be powerful steeds, and as such are now less likely to be seen merely as dinner. The fluffalo's only form of natural defence is to run head-first into things with its eyes closed - perfect for a Floran charge.

Image Missing.png The Tigerlance is Heavensong's Cavalry unit. Tigerlances are creatures of tradition, keepers of old faiths and forgotten secrets in a Heavensong that has long since moved on. Each Tigerlance fashions their lance from dragon bone, believing it to contain the dragon's warrior spirit. The Tigerlance wears the mask of its animal namesake as a mark of the speed, grace and dignity on which they pride themselves. Image Missing.png
Cavalry
Strategy Cavalry are powerful and well-rounded units. An incoming Cavalry critical hit is difficult to spot, and these units should be placed with this in mind, since such criticals are among the most powerful in the game, and can make light work of most foes. Crit Condition Cavalry.gif
Statistics Powerful, mobile ground unit. Critical hit when it attacks from a location six spaces away from where it starts.
Stats
Cost:
600
Move:
6
Sight:
2

Trebuchet[edit]

Trebuchet Trebuchet
Being a weapon primarily of siege warfare, it has been many centuries since Cherrystone has had any need of the Trebuchet. In fact, at the time of writing, there are only 6 remaining in commission, their wood creaking and their ropes weary. Despite this, the knowledge of their construction has been carefully preserved, and soldiers are trained in Trebuchet operation as a matter of course. Image Missing.png The Trebuchet is a recent addition to the legion, reflecting the degree to which Valder has brought structure and organisation to Felheim. Though its operators are unpractised and unruly, it has proved an effective addition to Felheim's armies. Image Missing.png
Treebuchet Trebuchet
The Treebuchet is the Floran Trebuchet unit. It is constructed almost entirely from living wood taken from the Great Tree at the centre of the Gloomwoods. The Treebuchet is considered to be alive, and as such, is treated with great respect by the Floran. In fact, technically, it outranks those who operate it. Image Missing.png Heavensong's Trebuchets launch projectiles made up of a brittle eggshell-like casing, usually filled with potent gunpowder. These projectiles explode on impact, with devastating effect. On occasion, Commanders have seen fit to fill the shells with alternative payloads, ranging from caltrops to flaming pitch, and on one unusual occasion, cabbages. Image Missing.png
Trebuchet
Strategy Whilst a Trebuchet cannot attack and move in the same turn, it more than makes up for this with its immense range and damage. It can be used to control key space on the battlefield, but struggles without the support of other units. Crit Condition Trebuchet.gif
Statistics Powerful long-range unit, unable to move and attack in the same turn. Critical hit at max range.
Stats
Cost:
1,000
Move:
6
Sight:
2
Range:
2 - 5

Amphibian[edit]

Merfolk Deepfolk
The Merfolk are Cherrystone's Amphibian unit. Many years ago, King Mercival II brokered a peace between the Merfolk, who inhabit the north side of the Circle Sea, and the Deepfolk of the south. Grateful for this intervention, the Merfolk have been faithful allies of Cherrystone ever since. Though their language is unknown to all but Cherrystone's most learned, one can assume from their 'plip' noises and froggy, toothless smiles that they're rather happy fellows indeed. Image Missing.png The Deepfolk are Felheim's Amphibian unit. They share an uneasy alliance with Felheim, only recently brokered by Valder. In return for their aid in battle, Valder supplies them with an unending stream of Bone Turtles. Never tiring, and able to survive the deepest of waters, these Turtles have revolutionised Deepfolk trade, agriculture and combat. However, Valder stands ready to turn all of them to dust in an instant should the Deepfolk disobey his command. Image Missing.png
Splasher Kappa
The Splasher is the Floran Amphibian unit. Splashers are native to the Flooded Forest, south of the Floran capital. Here, they have adapted to their watery environment, growing an additional protective layer of algae-like plant matter that produces oxygen when exposed to the sun. Splashers are capable of diving deep beneath the water and staying below the surface for long periods of time. They have even been known to ride the currents into Cherry Bay, much to the shock of Cherrystone's fishermen. Image Missing.png The Kappa is Heavensong's Amphibian unit. They hail from a small clan that makes its home around Talon Lake, just on the edge of Heavensong's border. The lake serves as both training ground and food source, allowing the Kappa to live independently of Heavensong's wealth. Despite their independence, the Kappa are intensely loyal to Heavensong, and hold Empress Tenri in particularly high regard.


The Heavensong Kappa are rumoured to wear the 'mask of the koi' beneath their helmets as a mark of their aquatic grace, though few outside the clan have ever seen it.

Image Missing.png
Amphibian
Strategy The Amphibian is the only unit capable of capturing structures in the water. An Amphibian is particularly dangerous when threatening ground units close to water, where it both attacks for increased damage, and can avoid counter-attacks. Crit Condition Amphibian.gif
Statistics Amphibious infantry unit that can capture structures. Critical hit when in rivers or sea.
Stats
Cost:
350
Move:
5
Sight:
2
Range:
2
Captures

Turtle[edit]

Sea Turtle Bone Turtle
The Sea Turtle is Cherrystone's Turtle unit. Sea Turtles are considered by Merfolk to be the horses of the sea (... they haven't heard of seahorses). Their shells are treated with a rare type of red seaweed before being left to dry in the sun. Once dry, they harden, becoming near-impenetrable, and gaining their distinct crimson hue in the process. The Merfolk continue to refine and cultivate the seaweed, which also makes for a fine lunch. Image Missing.png The Bone Turtle is Felheim's Turtle unit. These fearsome creatures were raised by Valder and gifted to the Deepfolk in return for their naval support. With bones almost as hard as their robust shells, they make for a formidable maritime threat. The Deepfolk sharpen their Turtles' beaks with whetstones, turning them into fierce weapons capable of rending the hull of even the sturdiest of vessels. Image Missing.png
Mudsnapper Cogshell
The Mudsnapper is the Floran Turtle unit. It is a strange creature, found in the waters of the Flooded Forest. Its skin has a porous, soil-like quality, and plant life often grows directly on its body. Mudsnappers are easy to train, and the Splashers of the Flooded Forest have been riding their soft and springy shells for many years. Image Missing.png The Cogshell is Heavensong's Turtle unit. Though otherwise entirely constructed from wood, its shell is salvaged from the remains of an actual turtle, before being covered with gold leaf and decorative etchings. Its movement is powered by two mechanical waterwheels that can run both backwards and forwards, providing great speed and agility. Image Missing.png
Turtle
Strategy A Turtle is a high damage naval-to-naval unit with incredible movement. It can be used to close in on other long-range units, particularly in deep sea, where it receives a damage boost. It can also be useful for mopping up troublesome Amphibians. Turtles are able to uncover terrain regardless of line of sight during fog of war. Crit Condition Turtle.gif
Statistics Powerful naval unit, built to conquer the water. Critical hit when in deep sea.
Stats
Cost:
400
Move:
12
Sight:
4

Sky Rider[edit]

Witch Wraith
The Witch is Cherrystone's Sky Rider unit. Both male and female Witches are trained deep within the Sage Woods. There, they learn to commune with the spirits of the wood, friendly and sleepy little creatures connected to the power of the land. It is through their interactions with these creatures that Witches learn to harness some of that power. Each Witch takes a tiny spirit, invisible to the untrained eye, as their companion, often storing it in a warm pocket amongst their robes. Witches fight to protect their people and the land they hold dear, and only use martial spells in times of war. Image Missing.png The Wraith is Felheim's Sky Rider unit. It is born of the undead remnants of a necromancer. Though the Wraith can no longer control its necrotic powers, its bones burn with the grim magic it absorbed in life. In battle, the Wraith reaches out with all its malice and willpower, and sends stored magic soaring in a rushing bolt to strike its foes. Less forceful, though perhaps more insidious, are its Hexes. These miasmic spells are given substance by the Wraith's deep-seated spite. Image Missing.png
Swooper Stormowl
The Swooper is the Floran Sky Rider unit. Floran Swoopers are students of the Shaman, and ingest the enchanted red flowers the Shaman grow in order to gain their aerial abilities. Swoopers are capable of both flight and lightning sorcery, a combination of skills that allows them to dominate the air. Each Swooper carries a pouch of the Shamanic red flowers' powdered roots, which they can disperse over surrounding enemies to cause them minor harm - the Floran version of a 'Hex'. Swoopers are strangely serene in comparison to other Floran, perhaps as a side effect of consuming these flowers. Image Missing.png The Stormowl is Heavensong's Sky Rider unit. Though they wield smaller and less powerful lightning rods than their Thunderbear counterparts, their training is similar and just as rigorous. The Stormowls are a new addition to Heavensong's forces, with flying staves of Prince Koji's own design, first built just two short years ago. When in flight, they are able to harness the natural atmospheric electricity that surrounds us to force a low-level negative charge through the air. This 'Hex' is nebulous, and disperses over a wide area.


The Stormowl wears the mask of its avian namesake as a mark of its balance in all things.

Image Missing.png
Sky Rider
Strategy The Sky Rider excels at travelling great distances, but is only able to attack other flying units. The presence of an allied Sky Rider can also be used to lower the damage of enemy Sky Riders. Crit Condition Sky Rider.gif
Statistics Air-to-air unit. Critical hit when target is not adjacent to its own allied witch. Hex deals 10% damage to all unit types.
Stats
Cost:
800
Move:
7
Sight:
4

Aeronaut[edit]

Harpy Vampire
The Harpy is Cherrystone's Aeronaut unit. Harpies originally came to Cherrystone from across the West Sea, attracted by the scent of the Cinnamon Mines on the west coast. They now make their homes amongst the peaks and slopes above the mines, occasionally aiding hapless miners unfortunate enough to be caught in rockfalls. The Harpies volunteered to join the Cherrystone army to defend the land they have grown to love. Image Missing.png The Vampire is Felheim's Aeronaut unit. Historically, Felheim's Vampires have been a scattered and isolated race, unconcerned with the sway of power across Aurania. However, when High Vampire Sigrid joined the legion, the Lesser Vampires flocked to her side, supplying Felheim with a powerful air presence. The Vampires now make their nests in the Crimson Isle, west of the Frozen Forest, united for the first time in centuries. Image Missing.png
Leafwing Tengu
The Leafwing is the Floran Aeronaut unit. Leafwings live in the upper canopy of the Gloomwood. There, they fashion wings from leaves and talons from bone. Their light bodies and natural dexterity make them masters of the air, hunting prey far below, and descending on it with frightening speed. When tracking prey, the Leafwing roam further afield than their grounded kin, and it's not uncommon to spot one as far afield as Cherrystone or Felheim. Image Missing.png The Tengu is Heavensong's Aeronaut unit. The men and women of the Tengu clan make their homes on the Pollen Puff Cliffs, just outside Heavensong's southernmost border. Here, where the winds are strong, the Tengu take flight, soaring over Dragon's Cradle on wings of bamboo. They are loyal to Heavensong, relying on the empire for much of their food and trade.


Clan members wear the 'mask of the Tengu' as a mark of their spiritual connection to the heavens.

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Aeronaut
Strategy The Aeronaut is a mobile all-rounder capable of attacking air, ground and water units. It has good damage, and is great at harassing otherwise difficult to reach foes. Crit Condition Aeronaut.gif
Statistics Immensely mobile units, useful for crossing enemy lines. Critical hit when above a mountain.
Stats
Cost:
600
Move:
5
Sight:
3

Balloon[edit]

Balloon Balloon
Cherrystone Balloons are woven from a silk produced by silkworms found on the western edge of the Gloomwoods. Powered by a particularly potent Alchemist's brew, they are capable of transporting heavy cargo and staying aloft almost indefinitely. Once in a while, the Balloon's pilot will add iron filings to the brew to ensure it continues to bubble. No one questions why this works for fear it may stop. Image Missing.png The concoction used to fuel Felheim's Balloons is a foul substance derived predominantly from Fellbat droppings. With the wind behind them, they travel quickly, but their location is often given away by their overpowering odour. Should a Balloon burst, the resulting stench cloud has been known to kill nearby plant life. Image Missing.png
Floaty Thing Balloon
The Floaty Thing is the Floran Balloon unit. It is powered by a plant found on the bed of the River Bani. When prodded, this plant releases a jet of hydrogen gas to scare off would-be predators. A Floran pilot's primary role is to regularly prod the plant mounted in the Floaty Thing's gondola with a nice, sharp stick. Image Missing.png Though not particularly hi-tech, a convoy of Heavensong Balloons is a beautiful sight to behold. Each Balloon is constructed like a paper lantern, and glows as it flies. civilian balloons, coloured and decorated, are a common sight in the night sky during festivals and celebrations. Image Missing.png
Balloon
Strategy The Balloon can carry footsoldiers and Dog units, allowing players to position troops in otherwise hard to reach locations. Whilst cheap and mobile, the Balloon is vulnerable, and must be protected to ensure that its cargo is delivered safely. 226px
Statistics Aircraft able to transport footsoldiers and Dog units.
Stats
Cost:
450
Move:
5
Sight:
3
Transport

Giant[edit]

Golem Revenant
The Golem is Cherrystone's Giant unit. Golems are the work of Cherrystone's master stonemasons. They are constructed from the toughest rock washed ashore from Guardian's Teeth, and shaped with tools made of dragon scales. At the heart of each Golem sits a single, pebble-sized Cherrystone, its power imbuing the lifeless stone with sentience and purpose. Those brave enough to place their ear to the Golem's chest may hear strange whispers from within. Image Missing.png The Revenant is Felheim's Giant unit. A Revenant is a living shadow, raised from somewhere beyond death by the combined powers of many Warlocks. Part protection and part prison, the interior of the Revenant's armour is inscribed with ancient wards that form a binding curse, trapping the living shadow inside and dominating its will. Image Missing.png
Gloom Giant Oni
The Gloom Giant is the Floran Giant unit. It is a creature woven from the roots of the Great Tree that grows at the centre of the Gloomwoods. Armoured with the tree's bark, its kind are considered to be protectors of the Floran Lands. If not called upon to defend their homeland, the Gloom Giants gather around the Great Tree, where they wait silently for years at a time, often allowing the forest's many small creatures to nest upon them. Image Missing.png The Oni is Heavensong's Giant unit. Though both less advanced and far less agile than Prince Koji's puppet Tenko, Oni MK II battle-puppets use variations of the same technology.


They may appear clumsy and hulking in comparison, but they can deliver an immensely powerful punch. The unarmoured Oni MK I was used solely as a construction device, and is a common sight in Heavensong's ever-growing capital.


The Oni riders wear the 'mask of the ox' as a mark of their power and resilience.

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Giant
Strategy The Giant is the most powerful ground unit in the game. Mobile, and with devastating attack power, it can take out most units with one hit when at full health. The Giant gains a critical hit when below 40% health, making it uniquely powerful even after sustaining significant damage. Crit Condition Giant.gif
Statistics An immensely powerful unit. Critical hit when at or below 40% health.
Stats
Cost:
1,200
Move:
5
Sight:
2

Ballista[edit]

Ballista Ballista
Each Ballista is manned and maintained by a skilled Bowman. The Bowman will grow to appreciate the eccentricities of his or her particular Ballista, compensating for its shortcomings and leaning into its strengths. Should the machine be damaged in battle, the Bowman will carefully relearn the idiosyncrasies of his newly mended charge. Image Missing.png Felheim soldiers take a quantity over quality approach to the operation of Ballistas, learning to reload and fire them with blinding speed and miserable inaccuracy (this actually works better than you'd think).


Felheim's Ballistas shoot dread bolts. These are exactly the same as normal bolts, but with the word 'dread' attached.

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Ballista Ballista
The Floran Ballista is a crude device, constructed from wood, bone and springy vines. Despite this, the Florans' honed hunting instincts and keen eyes render it a powerful addition to their arsenal. It fires a vicious bolt made entirely of jagged bone. The bolt is razor-sharp, light-weight and durable, able to cover dramatic distances and pierce the strongest armour. Image Missing.png With a complex system of internal pulleys and ropes, Heavensong's Ballistas are able to loose a bolt that can attain frightening flight speed, providing it with incredible accuracy and power. The front wheels are made of tungsten, delivering enough weight to keep the Ballista grounded despite enormous recoil. Image Missing.png
Ballista
Strategy A Ballista cannot move and attack in the same turn, but its huge range and immense anti-air damage make it the perfect unit to defend against attacks from above. While not quite as effective as other siege units against ground troops, it can still deal decent damage to them. Crit Condition Ballista.gif
Statistics Ranged ground-to-air unit, unable to move and attack in the same turn, Critical hit at min range.
Stats
Cost:
800
Move:
6
Sight:
2
Range:
2 - 6

Barge[edit]

Barge Barge
During peacetime, these Barges are used to trade goods with Heavensong. It's not uncommon to see children waiting at the docks to sing a song to the Merfolk onboard, hoping they might share some of their cargo.


''Ello Mister, how do ye do? Plip plip, plip plip.

Where have you been travellin' to? Plip plip, plip plip.

Did you bring back somethin' nice? Plip plip, plip plip.

Silk and spices, herbs and rice? Plip plip plip!


Once in a while, the Merfolk hand out brightly coloured exotic seashells found on the Scorched Beach and the children are left daydreaming of lands far away.

Image Missing.png It takes particularly brave Deepfolk to pilot a Barge full of undead cargo. Those with experience, however, will know that once a Barge reaches open sea, the rocking motion of the waves tends to send the undead to sleep. With no nose to snore through, they rest in eerie silence, dreaming the dreams they had in life. Image Missing.png
Barge Barge
The Floran Barge is a simple vessel, poorly constructed and partially reclaimed from coastal wreckage. No one is really sure why it floats... it probably shouldn't float, but it does... Heedless and gutsy, the Floran are all too happy to pile into one and take to the open sea. It's unclear if the wheel at the front of the vessel is actually attached to anything, but turning it seems to make the captain happy. Image Missing.png Heavensong's fleet of Barges were originally built as trade vessels, importing and exporting goods from lands both near and far. Each Barge is beautifully constructed and able to remain at sea for months at a time, facilitating trade with peoples beyond Aurania. Since being commissioned for war, their hulls have been strengthened and their capacity has been increased. Image Missing.png
Ballista
Strategy The Barge is primarily used to transport ground units across sea tiles. Care must be taken, as Barges are vulnerable, and loaded units will be lost if the boat is defeated. 226px
Statistics Boats able to transport all ground units across water.
Stats
Cost:
200
Move:
10
Sight:
3
Transport

Villager[edit]

Villager Villager
The denizens of Cherrystone are a settled people, having long lived in peace with full and thankful hearts. Cherrystone's royal family supplies each of the kingdom's villages with well-travelled scholars to provide free education, and in turn, these villages produce some of the best farmers and artisans known to Aurania. Image Missing.png Look beyond the fearsome visage and alarming chatter, and you'll find Felheim's undead peasant folk to be a quaint and kind lot, eking out a life amongst the frozen wastes. Come winter solstice, many Villagers trek to Silentstone, where they deliver knitted scarves and jackets to the undead veterans at rest there. Image Missing.png
Villager Villager
Floran civilians are a boisterous bunch, just barely under the control of the tribe's Greenfinger. Floran culture revolves around hunting, sneaking and sneaky hunting, with the best hunters occupying the most coveted positions in society.


Whilst the Floran can be a frightening people, they're also fiercely loyal. After studying Floran society, Doctor Remus Ambustus, an anthropologist from Cherrystone, was quoted as saying 'The Floran have become my best friends. Never have I trusted a group of people more implicitly', before suddenly disappearing.

Image Missing.png The citizens of Heavensong are a thoughtful and creative people, their day to day lives demonstrating a harmony of technology and tradition. Together, science and spirituality form the lifeblood of Heavensong's wealth, trade, might and culture. Heavensong's greatest artists and architects are celebrated for their ingenuity, whilst science and invention are considered art forms in and of themselves. Image Missing.png
Villager
Strategy Unable to attack, the poor Villager is of no strategic worth whatsoever. 226px
Statistics Simple peasents. They're not equipped to fight, and are vulnerable to just about everything.
Stats
Cost:
50
Move:
3
Sight:
2

Thief[edit]

Rogue Prowler
The roguish Lightfingers learn their trade at the Silver Tower Academy, situated deep within Cherrystone's northern woods. They are trained in athletics, acrobatics, espionage, counter-espionage, counter-counter-espionage, sneaking, skulking and thieving. Graduates either join Cherrystone's Guild of Lightfingers or abscond to a life of secrecy and shadows. Image Missing.png The hard, white bone of the Prowler's skeletal face belies its incorporeal nature. Behind its mask, and beneath its tattered robes, its form is shadowy and spectral. These wan and ghostly individuals can slip in and out of buildings with ease, moving with otherworldly silence and stealth. Image Missing.png
Sneaker Fleetfoot
The Floran are natural-grown hunters, excellent at stalking their prey. The Sneakers are the stealthiest and slyest stalkers of them all. Once a Floran who may possess the skills to become a Sneaker is identified, the individual in question is given an aptitude test. The test is very straightforward - a polished coin of any denomination is held up, and the subject is asked, "On a scale of one to ten, how much do you want this very shiny object?" If the answer is ten or above, the individual in question qualifies to train as one of these elite operatives. Image Missing.png So stealthy and agile are the Fleetfoot that their abilities seem almost supernatural. For this reason, many outside of Heavensong believe them to have the magical abilities of flight and invisibility. This is even the official (albeit mistaken) opinion of certain foreign governments.


The Fleetfoot wear the mask of the hare as a mark of their nimble swiftness.

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Thief
Strategy Thieves are able to instantly neutralise structures, and as such, excel at threatening dangerous areas of the battlefield alone. They are often at their most effective when diverting attention away from the frontlines, and when used effectively, they can turn the economic tide of battle. 226px
Statistics A vulnerable unit that cannot attack, but is able to steal 300 gold from any enemy building - and 1000 when ransacking a Stronghold!
Stats
Cost:
400
Move:
6
Sight:
2

Rifleman[edit]

Marksman Dreadeye
While training, Marksmen undertake target practice from morning to night, honing their skills in order to become the finest shots Cherrystone has to offer. In addition to this, each individual recruit also works under the tutelage of smiths and artisans to build their own rifle. In this way, they learn the intricacies and idiosyncrasies of the tool upon which their lives and livelihoods rely. Image Missing.png Initial teething problems in Felheim's Dreadeye programme included fractured clavicles, displaced humeri, dislodged skulls and, in the severe case of one Private Ivar, full skeletal fragmentation. However, now that sufficient padding has been added to these marksmen's tunics in order to absorb the full shock of rifle kickback, the programme is really finding its feet. Unlike Private Ivar. Image Missing.png
Gunner Eagle-Eye
In your mind's eye, picture a tree, hedge or patch of grass. Now, picture that same tree, hedge or patch of grass with a Floran Sniper in it. Take careful note of any visual differences that may occur between the first and the second mental picture. In what ways did the tree, hedge, or patch of grass change over the course of your imaginings? If your answer to this question is, "No change was visible", then you have correctly completed this exercise. If a Floran Sniper is hiding in the brush, you will not see them... Image Missing.png Like their avian namesake, the Eagle-Eyes are peerless hunters. Their training is rigorous and unforgiving - only the most skilled marksmen are allowed to train for the position, and only a small percentage of those individuals successfully graduate. Recruits hone their skills in patience and observation as well as accuracy to the point where they seldom miss their target.


They wear the mask of the eagle as a mark of their excellence.

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Rifleman
Strategy Managing ammunition is key when working with Riflemen. Reloading at every opportunity is not always the best course of action, as the Rifleman's final bullet provides a powerful crit. These units cannot move and shoot in the same turn, so careful prepositioning is important. Also note that Riflemen are unable to target opponents standing on forest tiles. 226px
Statistics A long-range ground unit. Can't target enemies in forests. Critical hit when down to its last shot.
Stats
Cost:
750
Move:
4
Sight:
3
Range:
9
Captures