Worker
Health: 60
Armor: 0
Model: Crash
Weapon: Gauntlet (6 damage,
two attacks per second)
Abilities: Pick up Money Spheres and carry them
back to a Building (one at a time)
+use builds the next building in the construction sequence if aimed at
empty floor
+use repairs a Building if the cursor is aimed at a damaged building at
25 Health/second
+use transfers 100 Money from the team's pool towards the next upgrade
at that building,
if the cursor is aimed at an undamaged building
Requirement: none
Soldier
Health: 120
Armor: 40
Model: Grunt
Weapon: Lightning Gun (20 damage
per second, 128 unit range)
Abilities: none
Requirement: none
Archer
Health: 80
Armor: 0
Model: Hunter
Weapon: Rail Gun (40 damage,
reloads in 1.5 seconds)
Abilties: none
Requirement: Fletcher
Wizard
Health: 120
Armor: 0
Model: Major
Weapon: Rocket Launcher (fires
grenades that do 80 damage)
Abilities: Speed at 80%
Requirement: Library
Knight
Health: 180
Armor: 80
Model: Keel
Weapon: Lightning Gun (20 damage
per second, 256 unit range)
Abilities: Speed at 90%
Requirement: Armory
Skeleton
Health: 120
Armor: 0
Model: Bones
Weapon: Lightning Gun (20 damage
per second, 160 unit range)
Abilities: Continuously regenerates at 4 Health
per second
Cannot pick up Health Balls
Requirement: Mystic Circle
Ogre
Health: 200
Armor: 100
Model: Biker
Weapon: Shotgun (10 pellets,
10 damage per pellet, reload takes 0.7 seconds)
Abilities: Speed at 75%
Requirement: Mystic Circle
Oculus
Health: 140
Armor: 0
Model: Orbb
Weapon: Lightning Gun (20 damage
per second, 192 unit range)
Abilities: Jump height is 150% of normal
Vampirism (gets healed 1 Health for every 1 damage it inflicts)
Cannot pick up Health Balls
Requirement: Mystic Circle
Sprite
Health: 100
Armor: 0
Model: Slash
Weapon: Machine Gun (5 darts
per second, 7 damage per dart)
Abilities: Speed at 115%
Continuous Flight rune
Requirement: Mystic Circle
Demon
Health: 140
Armor: 100
Model: Sorlag
Weapon: Plasma Gun (10 bolts
per second, 5 damage per bolt, 60 ammo, ammo regens at 5/second)
Abilities: Continuous Battle Suit rune
Requirement: Mystic Circle
Storehouse
Health: 700
Cost: 0
Abilities: Money Spheres deposited here
go into the team's money pool
Upgrades: none
Fletcher
Health: 500
Cost: 500
Abilities: Allows team to have Archers
Upgrades: 300 Money = Archer
Damage +10
800 Money = Archer Speed +5%
1400 Money = Archer Health +20
2200 Money = Archer Damage +20
3200 Money = Archer Speed +5%
Smith
Health: 500
Cost: 500
Abilities: Soldiers or Knights who touch
the Smith get their armor restored
Upgrades: 300 Money = Soldier
and Knight Armor +20
700 Money = Soldier and Knight Damage +10 (per second)
1200 Money = Soldier Health +20
2000 Money = Soldier and Knight Armor +20
3000 Money = Soldier and Knight Damage +10 (per second)
Fort (upgrades a Storehouse)
Health: 800
Cost: 1500
Abilities: Workers Health +20
Upgrades: none
Library
Health: 500
Cost: 600
Abilities: Allows team to have Wizards
Upgrades: 400 Money = Wizards
gain +use command, which creates 50-point Health Balls
900 Money = Wizards' weapons now fire rockets instead of lobbing
grenades
1500 Money = Wizard Health +20, +use command now creates 100-point Health
Balls
2300 Money = Archers' arrows and Sprites' darts slow enemies by 10% per
hit
3300 money = Wizard Damage +40 (their rockets now look like BFG missiles)
Armory
Health: 500
Cost: 600
Abilities: Allows team to have Knights
Upgrades: 400 Money = A Regeneration
rune (+4 Health per second) spawns at the Fort once per minute
900 Money = A Haste rune (Speed +30% to maximum of 130%) spawns at
Fletcher once every 2 minutes
1500 Money = Knight Health +20
2300 Money = An Invisibility rune spawns at the Library once per minute
3300 Money = A Quad rune spawns at the Armory once per minute
Mythic Circle
Health: 500
Cost: 700
Abilities: Allows team to have Skeletons
Upgrades: 400 Money = Team
can have Ogres
900 Money = Team can have Oculi
1600 Money = Team can have Sprites
2400 Money = Team can have Demons
3400 Money = Skeleton, Ogre, Oculus, Sprite, and Demon Health +30