Human

"Versatile and a joy to command, the noble human army can channel the healing power of The Light"

## Overview

Human armies rely on numbers, morale, heavy physical damage and healing to overwhelm other races. With swords for defence, archers for attack, cavalry and spearmen for a mix of both tanking and dealing damage, and with being the only race with healers, they are the first race you will play and well rounded in what they're capable of doing.

All their troops apart from catapults as siege engines are subject to morale fluctuations, can be healed, but can be resurrected, either by the dragon ability rebirth, by Virion's Crusader resurrection, by the prince superunit Seraph, or even as enemies by Lich!

## Human Heroes

Rufio - Gladiator

Avril - Mage

Vallari - Mage

Avalon - General

Elena - General

Vega - Sage

Virion - Paladin

Gan - Sage

Tiadrin - Paladin

Bane - Gladiator

Baelrog - Gladiator

Fenris - Rogue

## Human Troops

### Heavy Infantry

Humanoid unit, starting with 24(current maximum 30), specialized in dealing high melee physical damage, especially to big and giant units. Silver and gold units throw spears inflicting initial physical damage and making the target suffer additional 30% more damage for 10 seconds. They are not the best tanks as a frontline unit and can sometimes either die, or go into morale collapse rather quickly, their damage can be impressive though.

Their ***Awakening*** allows you to choose for your Centurions between **Iron Morale**, which allows them to get quicker morale boosts by getting morale on hit and 60% less morale decay when being over 50% health, and **Piercing Spearhead** that deals additional 1,5% true damage to the enemy's maximum Health and has a 10% chance to reduce the target's healing efficacy by 90% for 30 seconds.

Their ***Enhancement*** turns Javelin Throw into **Enhanced** **Javelin Throw**, which additionally makes the targets hit by a spear deal 30% damage for 10 seconds.

#### Research upgrades for Heavy Infantry

* Tier 1: Fitness Training – increase the health of spearmen units by a flat amount. This research leads to Silver Spearmen.
* Tier 2: Combat Training – increases the damage of spearmen units by a flat amount. This research leads to Savage Thrusts, this ability causes all attacks dealt by the spearmen units to make the enemy take an additional 30% damage from all sources. This ability is borderline overpowered.
* Tier 3: Survival Training – provides a % of damage reduction to spearmen, this research is good it helps spearmen do their job as a frontline unit which they would sometimes fail to do so in the past. This research leads to Heightened Reflexes which gives spearmen a 10% dodge chance.
* Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Swordsmen
* Tier 5: Convalescence – same as swordsmen, reduced heal time. Also leads to the same garrison healing time bonus, except this time it is for spearmen.
* Tier 6: Advanced Fitness Training – more +% health, leads to bloodlust same as swordsmen, provides a 30% damage bonus during morale.
* Tier 7: Garrison Training – same as swordsmen provides a bonus to health and damage for the spearmen when they are on garrison duty.
* Tier 8: Training Discipline - same as swordsmen reduce the cost to produce spearmen, leads to brutal efficiency same as swordsmen where it reduces the mithril cost by 20%. Get this research.
* Tier 9: Elite Combat Training – More +% damage, leads to +20% damage research, get this.
* Tier 10: Advanced Convalescence – more reduced healing time, leads to the same reduced heal time for garrison troops for a total of 100% reduced heal time.
* Tier 11: Lethality – Increase the critical strike chance of spearmen by +%, this research leads to Heavy Blows, which increases the critical strike damage of spearmen by 40% (spearmen will deal 40% more damage on a crit)
* Tier 12: Elite Fitness Training – more heal +%, leads to Regroup same as swordsmen.

### Line Infantry

Humanoid unit, starting with 24 (current maximum 30), specialized in dealing high physical damage from a big distance, though weak to enemy attacks. They have a quite high range that allows them to attack enemies, such as frontline units, but also heroes and dragons, rather safely. They are very affected by CC, such as rooting, stunning, slowing, and do not tank damage well.

Their ***Awakening*** allows you to choose between a new skill called **Rend Armor**, that gives Feathershot the ability to rend enemy armor, increasing their physical damage suffered by 1,3% for 8 seconds per stack, with the highest stack being 15, and between **Scatter Arrow**, which makes them shoot a second arrow with a 20% probability, which increased to 30% during morale boosts.

Their ***Enhancement*** turns Composite Bow into **Enhanced Composite Bow**, which increases the range from +7 to +10 and instead of every 10 seconds, makes Feathershot shoot an arrow that will certainly hit every 5 seconds.

#### Research upgrades for Line Infantry

* Tier 1: Fitness Training – Flat health increase per level of research, leads to silver archers.
* Tier 2: Combat Training – Flat damage increase per level of research leads to Arm Strength, which increases the range of Silver and Gold Archers by 2
* Tier 3: Advanced Agility Training – Increase the attack speed of archers by +%, this leads to Advanced Lethality, which increases archers chance to crit by 10%
* Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Archers.
* Tier 5: Convalescence – reduced heal time, leads to reduced heal time for garrison troops by 40%
* Tier 6: Advanced Fitness Training – bonus +% health, leads to bloodlust, which provides a 30% damage boost during morale.
* Tier 7: Garrison Training – bonus health and damage while on garrison duty. Leads to Grassland bonus (+20% health and damage while fighting on grassland battlefields)
* Tier 8: Training Discipline: reduce cost to produce archers, this leads into research which reduces crystal cost to produce archers by 20%
* Tier 9: Elite Combat Training: - increases attack rating by +%, leads to +20% damage research.
* Tier 10: Advanced Convalescence – more reduced healing time, leads to even more reduced healing time for garrison troops.
* Tier 11: Elite Agility Training – increase attack speed of archers by +%, leads to Elite Lethality, which increases archers critical strike chance by another 20% for a total of 30%
* Tier 12:Elite Combat Training – more bonus +% health, leads to Regroup which increases the size of archer troops from 24 to 27.

### Light Infantry

Humanoid unit, starting with 24 (current maximum 30), specialized in tanking damage, has additional resistance to certain ranged damage. They are quite vulnerable to huge aoe attacks, magic damage and high melee damage.

Their ***Awakening*** allows you to choose between **Magic Shield**, which reduces the magic damage suffered by 25%, which again doubles during morale boosts, and **Guardian Angel**, which makes Legionnaires summon a 50% health shield ,depending on their max health, to a random nearby ally upon death for the first 30 seconds into battle or after being resurrected for another 30 seconds. The shield lasts as long as it is not consumed.

Their ***Enhancement*** turns Clenched Shield into **Enhanced Clenched Shield**, reducing the damage suffered from arrows, bullets, darts and javelins from 50% to 60%.

#### Research upgrades for Line Infantry

* Tier 1: Fitness Training – Flat health increase per level of research, leads to silver archers.
* Tier 2: Combat Training – Flat damage increase per level of research leads to Arm Strength, which increases the range of Silver and Gold Archers by 2
* Tier 3: Advanced Agility Training – Increase the attack speed of archers by +%, this leads to Advanced Lethality, which increases archers chance to crit by 10%
* Tier 4: Basic Fitness Training – Bonus +% health, leads to Gold Archers.
* Tier 5: Convalescence – reduced heal time, leads to reduced heal time for garrison troops by 40%
* Tier 6: Advanced Fitness Training – bonus +% health, leads to bloodlust, which provides a 30% damage boost during morale.
* Tier 7: Garrison Training – bonus health and damage while on garrison duty. Leads to Grassland bonus (+20% health and damage while fighting on grassland battlefields)
* Tier 8: Training Discipline: reduce cost to produce archers, this leads into research which reduces crystal cost to produce archers by 20%
* Tier 9: Elite Combat Training: - increases attack rating by +%, leads to +20% damage research.
* Tier 10: Advanced Convalescence – more reduced healing time, leads to even more reduced healing time for garrison troops.
* Tier 11: Elite Agility Training – increase attack speed of archers by +%, leads to Elite Lethality, which increases archers critical strike chance by another 20% for a total of 30%
* Tier 12:Elite Combat Training – more bonus +% health, leads to Regroup which increases the size of archer troops from 24 to 27.

### Cavalry

Humanoid unit, starting with 6 (current maximum 8), specialized in charging first towards the enemy, stunning them and dealing aoe physical damage. Afterwards, cavalry acts more as a tank with improved damage, but less resistance compared to swordsmen.

#### Research upgrades for Calvary

* Tier 1: Fitness Training – Flat bonus to health, leads to Silver Cavalry
* Tier 2: Combat Training – Flat bonus to damage, leads to Thunderous Charge, which increases the damage dealt by the “charge” ability (does not state the increase)
* Tier 3: Agility Training – Increase the attack speed by +%, leads to Lethality, which increases critical strike chance by 10%
* Tier 4: Basic Fitness Training – Bonus +% health, leads to gold Cavalry.
* Tier 5: Convalescence – reduce healing time, leads to greater reduced heal time for garrison troops.
* Tier 6: Advanced Fitness Training – bonus +% health, leads into bloodlust, which provides a much-needed bonus attack damage of 30% for Cavalry during morale boost.
* Tier 7: Garrison Training – Bonus health and damage while garrisoned, leads into grassland training, which provides +20% health and damage while battling on grasslands.
* Tier 8: Training Discipline – Reduce production cost of cavalry, leads into brutal efficiency, which reduce the blood diamond cost to produce cavalry by 20%.
* Tier 9: Elite Combat Training – Bonus +% damage, leads to +20% damage research.
* Tier 10: Advanced Convalescence – more reduced healing, leads to more reduced garrison healing.
* Tier 11: Survival Training – Research provides +% damage reduction to cavalry, leads to Heightened Reflexes, which gives 20% dodge chance.
* Tier 12: Elite Fitness Training – More bonus +% health, leads to Regroup, which increases the troop size of Cavalry from 6 to 7

### Clergy

Humanoid unit, starting with 8, specialized mainly as support unit that heals friendly allies, including troops, heroes and dragons. Healers can also do good damage to undead units and stun them.
Clergy are a very important unit to the human army if you want to keep losses to a minimum, the low health of your frontline units makes it hard to beat others without major losses, Clergy can double your unit’s health via all their healing. Clergy also provide any unit immunity to poison damage for a few seconds which greatly helps when fighting against Arachanids.

Clergy counter undead units once they are Silver tier or higher, they gain an AoE spell that does high damage to all undead units, this is a very useful skill against Lich players.

Clergy are very fragile and any unit can kill them easily but the Calvary charge and other burst damage is the best counter to priests.

#### Research upgrades for Clergy

* Tier 1: Fitness Training – Bonus +% health, leads to silver Priests.
* Tier 2: Combat Training – Flat bonus to damage, leads to Smite, which adds a stun to the “Holy Blast” ability of the silver and gold priests. This is very powerful but will rarely be used outside of quests.
* Tier 3: Restoration – Increase healing output by +%, leads to Detoxify, this research allows priests to remove poison effects from your units, this research is the most important research for priests, as it allows you to stand up against the lich unit known as the spider.
* Tier 4: Basic Fitness Training – more +% health, leads to gold priests, gold priests are great as they have a target Mass Heal ability which works a lot like Vega’s heal ability but at a lower cost and is cast from a standard unit and not a hero.
* Tier 5: Convalescence – reduced healing time always good, leads to reduced garrison healing time.
* Tier 6: Advanced Fitness Training – more bonus +% health always good, leads to poison immunity, this research gives all units 7 seconds of immunity to poison when healed by “Mass Heal”
* Tier 7: Garrison Training – increase health and damage while garrisoned. Leads to grassland training, +20% health and damage while fighting in grassland battlefields.
* Tier 8: Training Discipline – Reduce cost to produce priests, leads to research that reduces the amount of crystal needed to produce priests by 20%
* Tier 9: Elite Combat Training – more +% damage, I personally wish these damage bonus researches were bonus to healing but that is me. Leads to +20% damage research.
* Tier 10: Advanced Convalescence – more reduced healing time, leads to even more garrison reduced healing time.
* Tier 11: Advanced Restoration – increase healing output of priests by +%, leads to +20% attack speed research.
* Tier 12: Elite Fitness training – more bonus +% health, leads to Regroup increasing the size of a troop of priests from 8 to 10.

### Siege

Mech unit, specialized in dealing very high physical damage to building units, such as castle walls for example. Excellent for quickly destroying ranged troops on garrison walls due to doing bonus damage to ramparts.

#### Research upgrades

* Tier 1: Fitness training? (better make our catapults run that extra mile otherwise it will get fat.) – flat bonus health increase, leads to silver catapults.
* Tier 2: Combat Training - Flat damage bonus, leads to wall destruction, giving silver and gold catapults even more bonus damage against walls.
* Tier 3: Advanced Survival Training – Reduces damage catapults take by a %, leads to siege plating which reduces damage taken from ranged attacks by 10%
* Tier 4: Basic Fitness Training – bonus +% health, leads to gold catapults.
* Tier 5: Advanced Lethality – Increases the critical strike chance of catapults by a %, leads to advanced agility training which increases catapults attack speed by 10%
* Tier 6: Advanced Fitness Training – Bonus +% health, leads to advanced destruction, which further increases the damage of catapults against walls.
* Tier 7: Reduce production time of catapults by a %, leads to grassland training, which gives +20% health and damage when fighting in grasslands
* Tier 8: Training Discipline – reduces cost of producing catapults by a %, leads to research that reduces the cost of blood diamonds to produce catapults by 20%
* Tier 9: Elite Combat Training – increase damage by a +%, leads to “Heavy Boulders” research which increases the attack damage of catapults by another 20%.
* Tier 10: Elite Lethality – increases critical strike chance by +%, leads to Elite Agility Training which provides catapults with +20% attack speed.
* Tier 11: Elite Survival Training – further reduces the damage taken by a %, leads to Reinforced siege plating which reduces ranged damage taken by another 20%
* Tier 12: Elite Fitness Training – Even more +% health, leads into Honor Bombardment, which increases the honor gained when attacking cities…..this research is useless and you can skip it.

### Angel

The human super-unit, they are built in the Workshop and provide massive healing support when fielded. Very power unit that can only be used 3 times a day. You can build only one super-unit and only when you are a Governor.