Field manual · Age 1 of 7
Medieval Age: every unit, price and counter
Steel and sorcery. 14 units, from 30 to 360 gold.
The Medieval Age is where every standard battle begins and where every doctrine in Battle Tower is taught. Fourteen cards run from a 30-gold swordsman to a 360-gold dragon, and each one has a single job it does well and a counter that undoes it.
Learn this roster and you have learned the game: the Modern and Advanced ages re-arm the same doctrines with new weapons, and the specialty ages bend them. Guests can play this age against the AI on Easy with no account at all.
Every standard battle starts here, at no cost. Spells cast in this age deal 1× their base damage. The fliers of this roster are Gryphon Rider, Dragon — troops without a ranged attack cannot touch them.
How to fight in the Medieval Age
- Open with swordsmen and archers. Cheap troops trade well early and their upgrade levels carry through the whole battle.
- A pikeman line stops knights and giants; a shieldbearer in front of archers stops arrows but not spells or mage bolts.
- Trolls regenerate. Fireball's burn is the one thing that shuts that healing off, so save it for them.
- When a dragon takes the sky, Lightning is the answer from your spell bar; archers and gryphon riders are the answer from your cards.
Medieval Age units at a glance
Every Medieval Age unit
In card order, with the description the game shows when you hold the card. Stats are for a level-0 unit; each upgrade level adds 12% HP and damage to future spawns.
Swordsman
Line infantry30 gold
Pack hunter: swarms in staggered ranks and runs down wounded prey 20% faster to finish the kill. Prey a packmate is already fighting takes flanked hits (+20%). The pack fights packed tight — cleaves and splash damage punish it.
- 65 HP
- 11 damage every 0.8 s
- Range 34
- Speed 70
- Melee
Baby Troll
Regenerating brawler55 gold
Regenerating brawler: shrugs off wounds that don't burn. Picks his scrap with the hardest hitter he can outlast — duelist-grade blades hit too hard, so he leaves those to the pikes — and throws a tantrum — faster claws, angry sprint — when a packmate or big troll falls nearby. Burst him down or set him on fire: flames stop the healing and the rage both.
- 105 HP
- 9 damage every 0.9 s
- Range 34
- Speed 65
- Melee · Regenerates
Archer
Ranged, anti-air50 gold
Anti-air first: prioritizes dragons overhead. Kites melee attackers, firing on the backpedal — at the chaser on his heels once it's close enough to bite.
- 60 HP
- 10 damage every 1.7 s
- Range 420
- Speed 60
- Ranged
Pikeman
Anti-cavalry60 gold
Anti-cavalry: plants his pike when cavalry or a giant closes in — plain infantry never stops his march. A set pike strikes first the moment big game reaches it, denies a knight's charge and thrusts back a counter-hit; +60% damage vs giants. Shoot him before he plants.
- 120 HP
- 11 damage every 1 s
- Range 44
- Speed 55
- Melee
Shieldbearer
Shield wall75 gold
Line holder: plants the shield and braces when enemies close in (-40% damage). Blocks arrows from the front, and shelters allies close behind him — his shield soaks 40% of their frontal arrow damage too. Magic ignores it.
- 175 HP
- 9 damage every 1 s
- Range 32
- Speed 45
- Melee · Blocks arrows
Heavy Sword
Duelist120 gold
Duelist: seeks out the most expensive enemy to fight. The greatsword cleaves a second target on the follow-through. All that plate makes him big game himself — giant-slaying pikes carve him.
- 210 HP
- 29 damage every 1 s
- Range 40
- Speed 58
- Melee
Mage
Caster120 gold
Arcane artillery: bolts that no shield can stop, and he aims them at the shield wall first. Fragile and slow to cast — dive him or swarm him.
- 110 HP
- 48 damage every 1.6 s
- Range 360
- Speed 45
- Ranged
Gryphon Rider
Air interceptor140 gold
Air interceptor: stoops on enemy fliers at sprint speed and meets them at their own altitude — a held stoop arms a momentum-laden first strike. Talons shred dragons; only pecks at ground troops. Archers and lightning bring it down.
- 205 HP
- 24 damage every 1.1 s
- Range 60
- Speed 110
- Flying · Melee
Knight
Cavalry140 gold
Cavalry: builds momentum at full gallop — a charged hit crits and bowls light troops backward — and dives past the frontline to hunt archers, catapults and casters. Set pikes, braced shields and giants stop him cold.
- 200 HP
- 28 damage every 0.95 s
- Range 46
- Speed 130
- Melee
Scorpion
Anti-giant artillery210 gold
Anti-heavy artillery: a crew-served torsion bolt-thrower whose heavy bolts punch through big game — double damage to giant-class prey (knights, heavy swords, gryphons, trolls, dragons) — but only half to anything lighter. The windlass takes seconds to wind each shot, so a swarm walks straight through the reload. Lays on the heaviest enemy in reach (pitching skyward for fliers); never kites. Shield walls catch the bolt; cheap infantry and a diving knight bury the crew.
- 170 HP
- 60 damage every 3.2 s
- Range 360
- Speed 40
- Ranged
Catapult
Siege160 gold
Siege: lobs boulders at the densest clump of enemies. Can't hit fliers. Helpless inside minimum range, where it rolls away in a panic.
- 195 HP
- 60 damage every 2.9 s
- Range 540
- Speed 30
- Ranged
Necromancer
Summoner180 gold
Attrition caster: his bolt culls the wounded so the bodies fall at his feet, and he turns the battlefield's dead into his army, raising skeletons from nearby corpses. He gives ground when melee closes and his pack guards his retreat — but the bones crumble when he falls, so dive him, blast his pack, or starve him of bodies. What fire burns down is ash, and ash does not rise.
- 150 HP
- 33 damage every 1.8 s
- Range 320
- Speed 45
- Ranged
Troll
Giant220 gold
Regenerating giant that wades into the thickest fight: club slams crush whole ranks and hurl the survivors back, and only fire keeps the wounds open. Burn it, or bring a giant slayer.
- 400 HP
- 33 damage every 1.6 s
- Range 48
- Speed 42
- Melee · Regenerates
Dragon
Air superiority360 gold
Air power: flies strafing runs, scorching ground troops on each pass. Dogfights enemy fliers — breath burns airframes at 1.5x, and any flier that closes to talon range is bitten between breaths. One gryphon alone no longer brings it down: pair the interceptor with archers, or send two.
- 380 HP
- 32 damage every 2.2 s
- Range 210
- Speed 75
- Flying · Ranged
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