Units guide

Contents

1. Units

peasant

The peasant is important but fragile. The peasant collects gold or wood, builds and repairs buildings. Many peasants can help building or repairing a building to go faster. When a peasant can build a new type of building, this new option is added at the end of the list.

The peasant can fight, and can join a total attack with the command Control + Alt + S.

footman

The footman fights with his sword. He must be close to the target to hit it.

  • trained by: barracks
  • total cost: 6 gold, 0 wood
  • total food cost: 1 ration
  • total time cost: 12 seconds
  • health: 15 hit points
  • armor: 0.5 hit points
  • armor upgrade bonus: 1 hit points
  • attack: 3.5 hit points every 1.5 seconds
  • attack upgrade bonus: 2.5 hit points
  • attack range: 1 meters
  • speed: 1.5 meters per second
  • potential improvements: melee armor upgrade, melee weapon upgrade

archer

The archer fights with a bow (ranged attack). If the archers are numerous enough, the enemy footmen die before even reaching them.

  • trained by: barracks
  • requires: lumber mill
  • total cost: 5 gold, 1 wood
  • total food cost: 1 ration
  • total time cost: 15 seconds
  • health: 10 hit points
  • armor: 0 hit points
  • attack: 2.5 hit points every 1.5 seconds
  • attack range: 4 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • speed: 1.5 meters per second
  • can upgrade to: dark archer
  • potential improvements: archer armor upgrade, archer range upgrade, archer weapon upgrade

flying machine

This new version of the flying machine have the ability to transport units and to detect invisible units but cannot defend itself. Transported units can't attack from a flying machine. If the transport is destroyed, the units inside are destroyed too.

To load units:

  • Method 1: control the unit(s) to carry, target the flying machine and press backspace.
  • Method 2: control the flying machine(s), target the unit to carry and press backspace.
  • Method 3: control the flying machine(s), target the square where the units are, select in the menu "load all the units from...", and press Enter.

To unload units: control the flying machine(s), select the "unload" action in the menu, target the destination and press Enter.

  • trained by: workshop
  • total cost: 5 gold, 5 wood
  • total food cost: 1 ration
  • total time cost: 10 seconds
  • health: 30 hit points
  • speed: 1.5 meters per second
  • detects invisible units

knight

The knight fights with his sword and moves fast.

  • trained by: barracks
  • requires: stables
  • total cost: 15 gold, 0 wood
  • total food cost: 2 rations
  • total time cost: 20 seconds
  • health: 45 hit points
  • armor: 1 hit points
  • armor upgrade bonus: 1.5 hit points
  • attack: 6 hit points every 1.5 seconds
  • attack upgrade bonus: 6 hit points
  • attack range: 1 meters
  • speed: 2.5 meters per second
  • potential improvements: melee armor upgrade, melee weapon upgrade, horse speed upgrade

dark archer

Any archer can become a dark archer.

  • requires: lumber mill, mages tower
  • total cost: 10 gold, 5 wood
  • total food cost: 1 ration
  • total time cost: 75 seconds
  • health: 12 hit points
  • armor: 0 hit points
  • attack: 10 hit points every 3 seconds
  • attack range: 5 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • speed: 1.5 meters per second
  • is invisible
  • potential improvements: archer armor upgrade, archer range upgrade, archer weapon upgrade

priest

The priest heals automatically all the friendly units located in the same square (0.13 hit point per second initially, and 1.33 hit points per second after the "super healer" upgrade). The priest cannot directly attack though.

catapult

The catapult can strike units and buildings located in an adjacent square. The catapult can also damage several enemies at a time.

On the other hand, the catapult is very fragile and cannot even defend itself against a unit in the same square. It moves very slowly too.

  • trained by: workshop
  • total cost: 15 gold, 10 wood
  • total food cost: 2 rations
  • total time cost: 30 seconds
  • health: 30 hit points
  • attack: 8 hit points every 4 seconds
  • damage radius (area of effect): 0.25 meters
  • attack range: 12 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • speed: 0.75 meters per second

dragon

The dragon, flying creature, cannot be reached by peasants or footmen or knights or catapults. It flies directly to its destination, without having to follow the ground paths.

  • trained by: dragons lair
  • total cost: 15 gold, 10 wood
  • total food cost: 3 rations
  • total time cost: 15 seconds
  • health: 30 hit points
  • health regeneration: 0.15 hit points per second
  • attack: 4 hit points every 4 seconds
  • damage radius (area of effect): 1 meters
  • attack range: 4 meters
  • speed: 1.75 meters per second

mage

  • trained by: mages tower
  • total cost: 20 gold, 10 wood
  • total food cost: 3 rations
  • total time cost: 30 seconds
  • health: 30 hit points
  • attack: 8 hit points every 1.5 seconds
  • attack range: 6 meters
  • speed: 1 meters per second
  • special abilities: meteors, recall, summon dragon

necromancer

Necromancers raise armies of animated corpses.

  • trained by: necropolis
  • total cost: 20 gold, 10 wood
  • total food cost: 3 rations
  • total time cost: 30 seconds
  • health: 30 hit points
  • attack: 8 hit points every 1.5 seconds
  • attack range: 6 meters
  • speed: 1 meters per second
  • special abilities: deadly fog, raise dead

offensive flying machine

  • trained by: workshop
  • requires: mages tower
  • total cost: 20 gold, 10 wood
  • total food cost: 3 rations
  • total time cost: 30 seconds
  • health: 30 hit points
  • attack: 8 hit points every 1.5 seconds
  • attack range: 5 meters
  • speed: 1.5 meters per second

skeleton

  • health: 15 hit points
  • armor: 0 hit points
  • attack: 2.5 hit points every 1.5 seconds
  • attack range: 4 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • speed: 1.5 meters per second
  • potential improvements: archer armor upgrade, archer range upgrade, archer weapon upgrade

zombie

  • health: 23 hit points
  • armor: 0.5 hit points
  • armor upgrade bonus: 1 hit points
  • attack: 5 hit points every 3 seconds
  • attack upgrade bonus: 2.5 hit points
  • attack range: 1 meters
  • speed: 1 meters per second
  • potential improvements: melee armor upgrade, melee weapon upgrade

2. Buildings

scout tower

The scout tower can't defend itself, but it can quickly evolve to a guard tower (requires a sawmill) or a cannon tower (requires a blacksmith). In the early game, the scout tower is sometimes built "just in case" of a rushed attack, with a smaller investment than the cost of a fully equipped tower. A tower doesn't require food and can be built anywhere (not only on a meadow).

  • total cost: 6 gold, 2 wood
  • total time cost: 60 seconds
  • health: 33 hit points
  • can upgrade to: guard tower, cannon tower
  • have a height bonus (useful for sight and eventually attack range)

farm

Farms provide food rations.

  • requires: town hall
  • total cost: 5 gold, 5 wood
  • total time cost: 45 seconds
  • health: 133.3 hit points
  • food provided: 8 rations

guard tower

The guard tower shoots arrows, like an archer.

  • requires: lumber mill
  • total cost: 11 gold, 4 wood
  • total time cost: 140 seconds
  • health: 43 hit points
  • armor: 1 hit points
  • attack: 6 hit points every 1.5 seconds
  • attack range: 6 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • have a height bonus (useful for sight and eventually attack range)
  • potential improvements: archer range upgrade, archer weapon upgrade

lumber mill

The lumber mill can store wood. If a lumber mill is nearer than the townhall, the peasant can bring back the wood there to save time. Moreover, having at least one lumber mill gives a 25 % bonus for the wood production.

barracks

wall

A wall must be built on an exit (path, bridge).

  • total cost: 7 gold, 9 wood
  • total time cost: 90 seconds
  • health: 500 hit points
  • can upgrade to: massive_wall

blacksmith

gate

A gate must be built on an exit (path, bridge). It lets friendly units move through it.

  • total cost: 10 gold, 10 wood
  • total time cost: 90 seconds
  • health: 450 hit points
  • can upgrade to: massive_gate

cannon tower

The cannon tower only attacks ground units.

  • requires: blacksmith
  • total cost: 16 gold, 5 wood
  • total time cost: 190 seconds
  • health: 53 hit points
  • armor: 1 hit points
  • attack: 8 hit points every 4 seconds
  • damage radius (area of effect): 1 meters
  • attack range: 7 meters
  • can attack units located in an adjacent square if their altitude is lower (new in SoundRTS 1.2 alpha 9).
  • have a height bonus (useful for sight and eventually attack range)

stables

  • requires: keep
  • total cost: 10 gold, 15 wood
  • total time cost: 90 seconds
  • health: 266.7 hit points
  • can research: horse speed upgrade

workshop

town hall

  • total cost: 12 gold, 16 wood
  • total time cost: 135 seconds
  • health: 400 hit points
  • food provided: 1 ration
  • healing power: 1
  • can store: gold, wood
  • can train: peasant
  • can upgrade to: keep

dragons lair

  • requires: castle
  • total cost: 15 gold, 20 wood
  • total time cost: 90 seconds
  • health: 266.7 hit points
  • can train: dragon

mages tower

necropolis

temple

massive_wall

  • requires: keep
  • total cost: 21 gold, 27 wood
  • total time cost: 270 seconds
  • health: 2000 hit points

keep

  • requires: barracks
  • total cost: 22 gold, 31 wood
  • total time cost: 315 seconds
  • health: 800 hit points
  • food provided: 1 ration
  • healing power: 2
  • can store: gold, wood
  • can train: peasant
  • can upgrade to: castle

massive_gate

  • requires: keep
  • total cost: 30 gold, 30 wood
  • total time cost: 270 seconds
  • health: 1800 hit points

castle

  • requires: barracks, lumber mill, blacksmith, stables
  • total cost: 42 gold, 61 wood
  • total time cost: 675 seconds
  • health: 1600 hit points
  • food provided: 1 ration
  • healing power: 4
  • can store: gold, wood
  • can train: peasant

3. Abilities

conversion

Conversion is a way to take control of an enemy unit. The unit will be one of your units. Buildings can be converted too.

To convert an enemy unit:

  1. select the caster for orders
  2. select the conversion order
  3. select an enemy unit or building as a target (warning: if you are selecting a mobile unit in a currently unobserved square, the unit might be actually elsewhere and the order will be canceled when the caster arrives in the square)
  4. validate the order

deadly fog

The deadly fog damages any healable unit in the targeted square.

  • duration: 15 seconds
  • damage: 0.13 hit point per second
  • requires: deadly fog research
  • mana cost: 150 mana points

exorcism

Exorcism damages any undead unit in the same square.

  • duration: 15 seconds
  • damage: 0.27 hit point per second
  • requires: exorcism research
  • mana cost: 150 mana points

holy vision

Reveals any square for 10 seconds. Detects invisible units.

  • mana cost: 30 mana points

meteors

Meteors damage all the units and buildings in the targeted square.

  • duration: 15 seconds
  • damage: 0.13 hit point per second
  • requires: meteors research
  • mana cost: 150 mana points

raise dead

Animates up to 10 corpses in the same square. An animated corpse is either a zombie or a skeleton. After 10 minutes, the animated corpses will crumble to dust.

  • mana cost: 50 mana points

recall

Recall is the ability to instantly move units to the caster's place. The affected units are the friendly units in the targeted square.

resurrection

Resurrects up to 6 nearby units, with 33 percent of their hit points. Affects only your units.

summon dragon

Summons 2 dragons for 2 minutes. See dragon .

4. Upgrades and research

archer armor upgrade

  • total cost: 8 gold, 10 wood
  • total time cost: 60 seconds
  • effect: armor + 0.5

archer range upgrade

  • total cost: 8 gold, 10 wood
  • total time cost: 60 seconds
  • effect: range + 1

archer weapon upgrade

  • total cost: 8 gold, 10 wood
  • total time cost: 60 seconds
  • effect: damage + 1.5

melee armor upgrade

  • total cost: 8 gold, 10 wood
  • total time cost: 60 seconds
  • effect: applies the armor upgrade bonus of the unit

melee weapon upgrade

  • total cost: 8 gold, 10 wood
  • total time cost: 60 seconds
  • effect: applies the damage upgrade bonus of the unit

horse speed upgrade

  • total cost: 15 gold, 5 wood
  • total time cost: 60 seconds
  • effect: speed + 2.5

conversion research

  • requires: castle
  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

deadly fog research

  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

exorcism research

  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

meteors research

  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

recall research

  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

resurrection research

  • requires: castle
  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

summon dragon research

  • total cost: 50 gold, 0 wood
  • total time cost: 120 seconds

super healer upgrade

  • requires: castle
  • total cost: 80 gold, 0 wood
  • total time cost: 120 seconds
  • effect: heal_level + 9