The Kingdom is a Warhosts faction (blue team color): formation, armor and discipline. Trait “Formation”, the hero Marshal Elbrecht casts “Siege volley”. Strong: armor, durable formation, strong siege and air. Weak: slow units; area magic breaks the formation.
The units
MilitiaBrawler · 301
ArcherRanged · 402
SpearmanTank · 902
Standard-bearerSupport · 1003
KnightRider · 1703
Battle mageMage · 1804
CatapultSiege · 3405
Gryphon riderAir · 620Five castle stages

wooden walls

stone walls

iron-bound walls

marble walls

royal walls
Who they are
An old realm at the Frontiers. Its army is neither the fastest nor the scariest, but it stands shoulder to shoulder: militia hold the line, archers fire from behind shields, and knights and gryphons decide the battle.
Motto: Formation, armor and discipline. Playstyle: Tight formation and careful placement. Hold the line, archers behind.
Strengths and weaknesses
- Strengths: Armor, durable formation, strong siege and air.
- Weaknesses: Slow units; area magic breaks the formation.
Racial trait: Formation
An ally with at least two more allies nearby takes less damage.
| Castle level | Less damage in formation |
|---|---|
| 1 | 5% |
| 2 | 8% |
| 3 | 11% |
| 4 | 14% |
| 5 | 17% |
The hero and the spell: Marshal Elbrecht
Marshal Elbrecht, Warden of the Frontiers. Spell: Siege volley. The player picks a point on the field; after 0.8 s a volley of arrows falls in a circle of radius 100: 75 damage at castle level 1 (up to 120 at level 5). Lines take 50% of that damage. Cooldown 45 s.
| Castle level | Damage in the circle |
|---|---|
| 1 | 75 |
| 2 | 86 |
| 3 | 98 |
| 4 | 109 |
| 5 | 120 |
The units of the faction
Eight units of five tiers. A tier equals the castle level from which the unit is available. Click a name to open its detailed page.
| Tier | Unit | Role | Health | Armor | Damage | Hit, s | Range | Speed | Cost |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Militia | Brawler | 115 | 1 | 11 | 1 | 22 | 45 | 30 |
| 1 | Archer | Ranged | 60 | 0 | 11 | 1.1 | 170 | 42 | 40 |
| 2 | Spearman | Tank | 178 | 3 | 11 | 1.2 | 30 | 36 | 90 |
| 2 | Standard-bearer | Support | 104 | 1 | 4 | 1 | 22 | 40 | 100 |
| 3 | Knight | Rider | 230 | 3 | 20 | 1.3 | 26 | 62 | 170 |
| 3 | Battle mage | Mage | 67 | 0 | 18 | 1.8 | 150 | 38 | 180 |
| 4 | Catapult | Siege | 130 | 1 | 52 | 3 | 260 | 26 | 340 |
| 5 | Gryphon rider | Air | 268 | 2 | 30 | 1.4 | 28 | 70 | 620 |
- Militia (tier 1): Steadfast. +2 armor with two more militia nearby.
- Archer (tier 1): Volley. Every 4th shot hits a second target.
- Spearman (tier 2): Pike wall. Double damage to riders and flyers, can hit air.
- Standard-bearer (tier 2): Banner. Allies nearby attack 20% faster.
- Knight (tier 3): Lance charge. After a run-up hits twice as hard and stuns.
- Battle mage (tier 3): Radiant lightning. Chains through 3 targets, undead take ×1.3.
- Catapult (tier 4): Stone hail. Area damage, structures take ×2.5, helpless up close.
- Gryphon rider (tier 5): Dive. Dives at the weakest archer or mage, first hit ×1.5.
The castle
With every level the castle and the lines change their look: 1) wooden walls, 2) stone walls, 3) iron-bound walls, 4) marble walls, 5) royal walls.
How to play the Kingdom
The opening
The starting 200 gold buys exactly 4 militia and 2 archers: the militia stand in front and hold the line while archers shoot from behind them. Then repeat the wave with the Repeat button and as soon as you have 250 gold (not before 1:15) upgrade the castle.
The midgame
Level 2 brings spearmen (double damage to riders and air, they can hit flyers) and the standard-bearer (+20% attack speed for allies nearby). Level 3 opens knights (charge and stun) and the battle mage (chain lightning through three targets, ×1.3 against undead). Keep units tight: Formation only works when at least two allies are nearby.
The late game
The catapult (level 4) hits from 260 units away and deals ×2.5 damage to lines but is helpless up close: cover it with spearmen. The gryphon rider (level 5, 620 gold) dives at the weakest ranged unit or mage in the enemy rear: use it when the enemy army is pinned in battle.
Against whom and how
- Against the Wilds: the pack is fast and cheap, so do not stretch your line. Spearmen and standard-bearers hold wolves; the mage's area damage is great against crowds of scamps. Beware the Marsh witch: her hex removes 2 armor and 15% attack.
- Against the Pale Court: the battle mage (×1.3 vs undead) and spearmen against skeletons. The Ghost barely takes physical damage (×0.5), finish it with magic (×1.5).
- Mirror: whoever has a better economy and counters wins: knights against enemy archers, spearmen against enemy knights.
The Kingdom is the most readable faction: it teaches the basics well.
FAQ
What should a beginner play with the Kingdom?
Start with militia and archers, add spearmen at castle level 2, knights and a mage at level 3. The faction is forgiving: armor and Formation protect your army while you learn to count gold.
What is the Kingdom strongest at?
The durability of its formation, siege and air: the catapult and the gryphon break lines and ranged units while armor reduces regular damage.
