
Kingdom · Balanced · Armoured · Holy
Human Realm
Knights of the Gilded March. Bank gold into levels, not bodies. A pair of veteran barracks beats a mob — and your keep is a fortress.
Out-tech them
How the Humans fight
Strong: Plate cavalry, healing orders and the widest siege train in the realm.
Weak: Master of nothing — outshot by elves, outmuscled by giants.
The Human Realm field 26 troops across eleven classes — 3 levy, 3 ranged, 3 cavalry, 1 shock, 1 anti-armor, 3 support, 2 caster, 4 elite, 3 siege, 2 legend and 1 titan.
Trait and powers
Every Human Realm troop fights with the kingdom's trait: +45% health · +33% damage. It is added in battle on top of the figures on each troop's own page.
- Spawner upgrades cost 14% less — the cheapest tech in the realm
- Fortifying the keep costs 30% less
- Every soldier is hardier (+45% health, +33% damage)
Starting and signature troops
The five troops the Human Realm roster opens with:
And the eight it is known for — its signature troops:
The Human Realm roster
All 26 troops, by class and then by what their spawner costs to raise. Range is in the field's own units — a melee blow reaches a few dozen, the longest bows several hundred.
| Troop | Class | Raise | Health | Damage | Range | Speed | Pop | What it does |
|---|---|---|---|---|---|---|---|---|
Militia | Levy | 300 | 34 | 6 | Melee | 64 | 1 | Dirt-cheap swarm fodder — win by sheer numbers. |
Spearman | Levy | 600 | 48 | 7 | Melee | 58 | 1 | Braced pikes — +180% vs cavalry, beasts & monsters. |
Sergeant | Levy | 1,000 | 102 | 11 | Melee | 54 | 1 | Plants the shield, shouts the line straight, and refuses to be walked around. |
Archer | Ranged | 650 | 26 | 11 | 160 | 56 | 1 | Solid ranged; the reliable answer to fliers. |
Crossbowman | Ranged | 1,000 | 30 | 23 | 165 | 50 | 1 | Heavy bolts punch clean through any armor. |
Longbowman | Ranged | 1,100 | 27 | 12 | 240 | 54 | 1 | Devastating range outguns every other bow. |
Knight | Cavalry | 1,600 | 154 | 19 | Melee | 98 | 2 | Armored charger — 34% damage reduction. |
Lancer | Cavalry | 1,600 | 133 | 20 | Melee | 130 | 2 | Couched lance — a full charge shatters a line. |
Cataphract | Cavalry | 2,000 | 197 | 20 | Melee | 96 | 3 | Iron-clad horse & rider — 42% damage reduction, unstoppable. |
Duelist | Shock | 1,100 | 71 | 25 | Melee | 122 | 2 | Nimble blademaster — evades 30% of blows, ripostes. |
Halberdier | Anti-Armor | 750 | 81 | 17 | Melee | 56 | 1 | Polearm that ignores armor and hurls big foes back. |
Cleric | Support | 1,600 | 47 | — | Melee | 58 | 2 | Continuously mends the most-wounded allies nearby. |
Chaplain | Support | 1,950 | 63 | 6 | Melee | 58 | 2 | Holy warden — heals AND wards allies with absorb barriers. |
Banneret | Support | 2,050 | 69 | 10 | Melee | 60 | 2 | Knightly banner: +40% allied damage around the standard. |
Stormcaller | Caster | 2,550 | 45 | 18 | 165 | 52 | 2 | Chain lightning leaps through up to five foes. |
Inquisitor | Caster | 2,650 | 93 | 21 | 180 | 54 | 3 | Holy fire and a list of names. Whatever it burns, it burns through armour first. |
Paladin | Elite | 2,450 | 145 | 14 | Melee | 80 | 3 | Holy tank — self-heals; 35% armor; relentless. |
War Priest | Elite | 2,550 | 142 | 15 | Melee | 78 | 3 | Zealot-knight — smites foes and mends allies as it wades in. |
Templar | Elite | 2,600 | 110 | 12 | Melee | 72 | 3 | Holy shieldbearer — wards allies with absorb barriers. |
Royal Guard | Elite | 3,500 | 213 | 21 | Melee | 66 | 3 | The throne’s own halberdiers — full plate, and they choose who reaches the king. |
Siege Tower | Siege | 2,050 | 243 | 13 | Melee | 26 | 4 | Rolling fortress — soaks fire and tears gates open. |
Mangonel | Siege | 2,500 | 59 | 25 | 250 | 30 | 3 | The Realm’s workhorse engine — one crew, one arm, and a hole where the rank was. |
Trebuchet | Siege | 3,050 | 56 | 40 | 340 | 24 | 4 | Titanic range; flattens castles and whole formations. |
Valkyrie | Legend | 3,700 | 152 | 19 | 95 | 122 | 4 | Winged shield-maiden — flies, hurls spears, rallies the host. |
Seraph | Legend | 5,700 | 211 | 23 | 120 | 110 | 6 | Winged seraph — heals & rallies the host, and rises once if slain. |
Titan | Titan | 7,750 | 810 | 46 | Melee | 54 | 9 | A mountain in armor — cleaves whole ranks apart and flings them aside. |
By class
The Humans campaign
The Border of the Cold — The Barrowlands take a field a season, and the border needs to move back tonight.
Their rival on the march is the Undead Dominion.
In the Gauntlet
The Gauntlet sets every kingdom against every other in one run: the Human Realm have 10 matchups to win as themselves, and 10 in which they are the foe.


























