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Units

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This page lists every unit that can be trained in the current build of Dawn of Embers, with its balance numbers. Each unit has its own page with more detail.

Units are trained at buildings. A building holds up to 5 units in its training queue; the cost is paid when a unit is queued, and cancelling refunds it in full. Training is refused when the player's population (living units plus everything already queued) would pass the population cap. See Population.

Reading the numbers

  • HP is maximum hit points.
  • Attack is damage per hit before armour. Defense is flat armour: it is subtracted from every hit the unit takes, and every hit deals at least 1. See Damage types.
  • Range is in metres (the game data stores distances in Unreal units, 100 to a metre). It is measured to the edge of the target.
  • Cooldown is the time between attacks.
  • * Attack per second is Attack divided by Cooldown, worked out for this table. It is before armour, the attacker's bonuses and the building rule below.
  • Pop is the population the unit uses.
  • Only siege units (role Siege, or Can siege = Yes) deal full damage to buildings, and the Ballista is an exception. Every other unit deals 25% of its damage to buildings.
  • The damage type is shown on the unit panel but does not change damage in the current build.

All units

Unit Trained at Role HP Attack Defense Range (m) Cooldown (s) Attack per second* Train time (s) Cost Pop Damage type Ranged Can siege
Male Villager Town Hall Villager 60 4 0 1.2 2 2.0 12 50 food 1 None No No
Female Villager Town Hall Villager 60 4 0 1.2 2 2.0 12 50 food 1 None No No
Swordsman Infantry Training Grounds Infantry 140 14 6 1.5 1.7 8.2 24 60 food, 20 gold 1 Melee No No
Spearman Infantry Training Grounds Infantry 110 11 4 1.8 1.9 5.8 20 50 food, 20 wood 1 Melee No No
Shortbowman Archers Training Grounds Ranged 80 9 1 10 1.8 5.0 20 40 food, 20 leather 1 Ranged Yes No
Longbowman Archers Training Grounds Ranged 85 12 1 21 2.2 5.5 26 50 food, 30 leather 1 Ranged Yes No
Crossbowman Archers Training Grounds Ranged 95 15 2 12 2.6 5.8 28 50 food, 20 gold, 25 leather 1 Ranged Yes No
Knight Stable Cavalry 200 18 8 1.5 1.8 10.0 34 80 food, 40 gold 2 Melee No No
Lancer Stable Cavalry 170 22 5 2 2.4 9.2 32 70 food, 30 gold 2 Melee No No
Cavalry Archer Stable Cavalry 130 11 3 11 2.2 5.0 34 60 food, 40 gold, 20 leather 2 Ranged Yes No
Battering Ram Siege Workshop Siege 300 8 10 1.2 3.5 2.3 40 50 gold, 150 wood 3 Siege No Yes
Catapult Siege Workshop Siege 120 10 1 9 5 2.0 45 75 gold, 150 wood 3 Siege Yes Yes
Trebuchet Siege Workshop Siege 110 12 1 12 7 1.7 60 150 gold, 200 wood, 50 stone 3 Siege Yes Yes
Ballista Siege Workshop Siege 130 25 2 8 3 8.3 40 60 gold, 150 wood 3 Siege Yes Yes
Fire Mage Wizards Training Grounds Mage 70 18 1 9 3 6.0 35 60 food, 60 gold, 40 fibre 2 Fire Yes No
Water Mage Wizards Training Grounds Mage 80 15 2 8 3 5.0 35 60 food, 60 gold, 40 fibre 2 Water Yes No
Earth Mage Wizards Training Grounds Mage 95 14 3 7.6 3.2 4.4 35 60 food, 60 gold, 40 fibre 2 Earth Yes No
Lightning Mage Wizards Training Grounds Mage 65 17 1 11 2.8 6.1 35 60 food, 60 gold, 40 fibre 2 Lightning Yes No
Trade Cart Trading Hub Support 120 0 2 0 0 - 25 50 gold, 100 wood 1 None No No
Fishing Ship Fishing Docks Support 150 0 2 0 0 - 30 75 wood 1 None No No
Trade Ship Fishing Docks Support 180 0 2 0 0 - 35 50 gold, 100 wood 1 None No No
Transport Ship Military Docks Support 220 0 4 0 0 - 35 125 wood 1 None No No
War Galley Military Docks Ranged 250 20 5 6 2.5 8.0 50 75 gold, 175 wood 2 Ranged Yes No
Cannon Ship Military Docks Siege 200 30 5 9 5 6.0 60 150 gold, 200 wood 3 Siege Yes Yes
Captain Stronghold Infantry 260 20 8 1.5 1.7 11.8 45 150 food, 200 gold 1 Melee No No
Warden Stronghold Infantry 320 24 12 1.5 2 12.0 50 120 food, 150 gold, 80 stone 3 Melee No No

By training building

Town Hall

Male Villager, Female Villager

Infantry Training Grounds

Swordsman, Spearman

Archers Training Grounds

Shortbowman, Longbowman, Crossbowman

Stable

Knight, Lancer, Cavalry Archer

Siege Workshop

Battering Ram, Catapult, Trebuchet, Ballista

Wizards Training Grounds

Fire Mage, Water Mage, Earth Mage, Lightning Mage

Trading Hub

Trade Cart

Fishing Docks

Fishing Ship, Trade Ship

Military Docks

Transport Ship, War Galley, Cannon Ship

Stronghold

Captain, Warden

By role

Villager
Workers: gather, build and repair. Villager
Infantry
Foot soldiers who fight in melee. Swordsman, Spearman, Captain, Warden
Ranged
Units whose role is Ranged. The Cavalry Archer fights at range but its role is Cavalry. Shortbowman, Longbowman, Crossbowman, War Galley
Cavalry
Mounted units, faster than foot units. Knight, Lancer, Cavalry Archer
Siege
Engines and the Cannon Ship. Siege units deal full damage to buildings, except the Ballista. Battering Ram, Catapult, Trebuchet, Ballista, Cannon Ship
Mage
Spellcasters. One role for all four elements; the element is the damage type. Fire Mage, Water Mage, Earth Mage, Lightning Mage
Support
Units with no attack: traders, the fishing ship and the transport. Trade Cart, Fishing Ship, Trade Ship, Transport Ship

The role decides which Calling damage bonus a unit receives: Infantry and Cavalry get the melee bonus, Ranged the ranged bonus, Mage the mage bonus. Siege, Support and Villager units get no Calling damage bonus.

Unique units

The Stronghold trains two units with limits:

  • Captain: one per player, alive or queued. If the Captain dies, a new one can be trained after 120 seconds. Your own and allied units near the Captain get +10% attack and take 10% less damage.
  • Warden: at most five per player, alive or queued.

Not in the game

Story-only units

The game data also holds units that appear only in story missions and cannot be trained in a skirmish. Their numbers are not in the balance spreadsheet, so they are not listed here.

  • Scholar: a non-combatant escorted in a story mission.
  • Kingdom Swordsman, Kingdom Knight, Kingdom Longbowman: enemy-side units of a story mission, with the same numbers as the shared Swordsman, Knight and Longbowman when they were added.
  • The King and his two courtyard guards: owned by the player but not selectable and not fighters, and they use no population.

Planned

  • The Transport Ship carrying land units: no code for it was found; the ship moves but does not carry units.