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Cheerios7204
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[Guide] Human Race Unit Reference Guide (Updated 25 Aug)

Sat Jul 29, 2017 4:17 am

This guide is for reference. I imagine many people wonder about these details when changing races, but the only way to see this information is to spend the honor points and take a blind plunge. If anyone knows the missing information feel free to comment below and I'll update this post. Thanks!

If you want to see the research options Human units, please see Section 3.1.1 of Zinek's Guide (http://forum.lilithgame.com/viewtopic.php?f=39&t=13293)

Grid smaller.png

This graphic is to show how I will reference the grid spacing of each unit (Width x Length)

Footman.png

Early Game: A staple unit for any battle (PVP or PVE). I usually deploy 3-4 of these groups on the front line to tank damage for ranged units positioned behind. I have 200-300 trained because I go through so many when attacking.
Requires Gold
Grid - 5 x 3


Swordsman.png

Mid Game: For PvE, I have cut back to two groups of silver swordsmen in the front middle line. They are supported behind from 3 groups of healers, this minimizes injuries of these front line units.
Require Gold & Mithril
Unlocks at Academy Level 1


Legionnaire.png

Requires Gold & Mithril
Unlocks at Academy Level 4


Archer.png

Early Game: Another staple unit. I usually deploy a line of archers behind a line of melee units to help chew through enemy units. I have over 150 archers trained up so I can deploy up to six groups if needed. I usually deploy all 6 groups when I'm looting an enemy stronghold that has no more defense left.
Requires Gold
Grid - 5 x 3


Longbowman.png

Mid Game: Human Archers are one of the best garrison defending units in the game. Make sure to load silver and gold archers into your garrison for a solid defense.
Requires Gold & Crystals
Unlocks at Academy Level 1


Featherbow.png

Requires Gold & Crystals
Unlocks at Academy Level 4


Spearman.png

Early Game: I find these units are pretty soft. I always choose swordsmen over spearmen except in two conditions. If you're doing a PVE encounter where the enemy units are large or giant units, spearmen have a large damage bonus and are worth deploying. If you're doing a PVP encounter, you may consider deploying swordmen and spearmen in an alternating pattern. This would help your attack be more versatile in the case the enemy player deploys a mixture of large and normal units.
Requires Gold
Grid - 5 x 3


Hoplite.png

Mid Game: I still don't know how I feel about these units. I keep some silvers on hand for PvE against cavalry.
Requires Gold & Mithril
Unlocks at Academy Level 1


Centurion.png

Requires Gold & Mithril
Unlocks at Academy Level 4


Lancer.png

Early Game: An excellent unit if you're attacking soft targets, like ranged units that have light armor and receive massive damage from melee units. Lancers deal even more damage because they are a large unit and deal bonus damage to normal unit.
Requires Gold
Grid - 6 x 2


Crusader.png

Mid Game: A solid unit to use for both PvE & PVP. Humans don't have a huge use for blood diamonds so any surplus blood diamonds should be used to train these and be put into your garrison.
Requires Gold & Blood Diamonds
Unlocks at Academy Level 1


Templar.png

Requires Gold & Blood Diamonds
Unlocks at Academy Level 4


Catapult.png

Early Game: A unit that is exceptional at fortification damage. They are helpful when sieging an enemy castle because they deal damage to the walls and the units stationed on the walls. However, they do not pillage resources, so make sure to balance how many you bring into a siege accordingly.
Requires Gold & Blood Diamonds
Grid - 3 x 4


Mangonel.png

Mid Game: Silver catapults are definitely more useful in the mid game, but you need to balance your silver army cap. If you're a siege player, then you should definitely invest in these.
Requires Gold & Blood Diamonds
Unlocks at Academy Level 1


Royal Hammer.png

Requires Gold & Blood Diamonds
Unlocks at Academy Level 4


Priestess.png

Early Game: An excellent ranged unit. They deal 33% more damage than archers, but don't let that fool you. This damage is on a per unit basis. I have looked at replays and a full group of bronze archers still do more damage than a group of gold healers. 24 Bronze Archers deal more damage than 8 Gold Healers. They have two awesome abilities: they heal a single friendly unit and do massive damage against undead units. The Gold version, saint, has even more utility because they have an AOE healing spell with a large radius that heals the entire group of units.
Requires Elixer
Grid - 3 x 3


Abbess.png

Mid Game: Definitely invest in some silver healers, they help your troops stay alive longer in the PvE battles.
Requires Elixer & Crystals
Unlocks at Academy Level 1


Saint.png

One note on Saints. They have the active ability of Mass Heal. This is used just like hero ability and if used resets the ability timer before being able to use other hero abilities. Similar to Vega's heal ability.
Requires Elixer & Crystals
Unlocks at Academy Level 4
Last edited by Cheerios7204 on Fri Aug 25, 2017 10:11 pm, edited 18 times in total.
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Esquire
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Re: Human Race Unit Overview Guide

Sat Jul 29, 2017 4:32 am

All the gold units require the same currency as silver, just more of it.
 
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Cheerios7204
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Re: Human Race Unit Overview Guide

Sat Jul 29, 2017 4:34 am

Esquire wrote:
All the gold units require the same currency as silver, just more of it.


Thanks!
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Flames
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Re: Human Race Unit Overview Guide

Sun Jul 30, 2017 1:13 pm

Are you planning on adding some explanation or more info for new players or just wanna post every in game picture of every unit as a guide?
 
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Cheerios7204
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Re: Human Race Unit Overview Guide

Sun Jul 30, 2017 9:41 pm

Flames wrote:
Are you planning on adding some explanation or more info for new players or just wanna post every in game picture of every unit as a guide?

I was looking at it as more of a reference guide. I am getting screenshots of the other races, that way you can know all the abilities of every unit from each race. It's something I think would be useful since you can only see abilities of your own race. If you want something else, I'm sure the game community would appreciate additional input.
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Esquire
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Re: Human Race Unit Reference Guide

Mon Jul 31, 2017 2:43 pm

I don't have the energy to do this, but if you are looking to create a true reference guide, it would be helpful to list the potential research at the top of each unit type. So Swordmen get Increased Health, Increased Attack Damage, Decreased Damage Taken etc.

I have all the info for Human and Lich if you are interested in putting that together.
 
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hengli
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Re: Human Race Unit Reference Guide

Wed Aug 02, 2017 8:25 am

Good job, maybe if you add more information about the units related to their strategy or formation tips it would be very helpful.I am working on the wiki and will put a table for the stats increase of unit per level, so that part is not needed.
 
pharoahvii
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Re: Human Race Unit Reference Guide

Thu Aug 03, 2017 12:07 pm

What is the best troop set to plunder a 0 defense Castle 4 melee rest archers ? or something else ?
 
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Cheerios7204
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Re: Human Race Unit Reference Guide

Thu Aug 03, 2017 11:56 pm

pharoahvii wrote:
What is the best troop set to plunder a 0 defense Castle 4 melee rest archers ? or something else ?


Don't have too many melee units because if they don't have room to spread out and attack they just stand there and do no good. I'd have maybe 2-3 melee units at the front and backed up with ranged units behind them.
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Re: Human Race Unit Reference Guide

Fri Aug 04, 2017 10:58 am

hengli wrote:
Good job, maybe if you add more information about the units related to their strategy or formation tips it would be very helpful.I am working on the wiki and will put a table for the stats increase of unit per level, so that part is not needed.


Where will this wiki be available ?

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