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Field manual · Age 1 of 7

Medieval Age: every unit, price and counter

Steel and sorcery. 14 units, from 30 to 360 gold.

A Medieval Age battle on Meadow: knights, archers and trolls clash between two castles

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

Medieval Age units at a glance

UnitRoleGoldHPDamageEveryType
SwordsmanLine infantry3065110.8 sMelee
ArcherRanged, anti-air5060101.7 sRanged
Baby TrollRegenerating brawler5510590.9 sMelee
PikemanAnti-cavalry60120111 sMelee
ShieldbearerShield wall7517591 sMelee
Heavy SwordDuelist120210291 sMelee
MageCaster120110481.6 sRanged
Gryphon RiderAir interceptor140205241.1 sFlying
KnightCavalry140200280.95 sMelee
CatapultSiege160195602.9 sRanged
NecromancerSummoner180150331.8 sRanged
ScorpionAnti-giant artillery210170603.2 sRanged
TrollGiant220400331.6 sMelee
DragonAir superiority360380322.2 sFlying

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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