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Units
- Hero(Romance) (4)
- General(Records) (4)
- Melee Infantry (10)
- Polearm Infantry (8)
- Ranged Infantry (7)
- Ranged Cavalry (1)
- Shock Cavalry (2)
- Melee Cavalry (3)
- Ranged Artillery (2)
Hero(Romance) | ||||||||||||||||||||||
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No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
1 |
Healer / Healer / (3k_ytr_hero_water_he_yi) He Yi |
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1 | 150 | 0 | 0 | 40 | 24000 | 84 | 20 | 25 | 25 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
2 |
Veteran / Veteran / (3k_ytr_hero_wood_gong_du) Gong Du |
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1 | 475 | 0 | 0 | 50 | 24000 | 260 | 24 | 1261 | 420 | 0% | 0% | 70 | 0 | 0% | NAN | |||||||
3 |
Scholar / Scholar / (3k_ytr_hero_metal_he_man) He Man |
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1 | 90 | 0 | 0 | 50 | 24000 | 107 | 24 | 1374 | 1016 | 54% | 0% | 50 | 0 | 0% | NAN | |||||||
4 |
Scholar / Scholar / (3k_ytr_hero_metal_huang_shao) Huang Shao |
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1 | 600 | 0 | 0 | 50 | 24000 | 107 | 24 | 1374 | 1016 | 0% | 0% | 50 | 0 | 0% | NAN | |||||||
General(Records) | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
5 |
Healer / Healer / (3k_ytr_general_water_he_yi) He Yi |
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41 | 620 | 0 | 0 | 23 | 73200 | 84 | 24 | 6 | 24 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
6 |
Veteran / Veteran / (3k_ytr_general_wood_gong_du) Gong Du |
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41 | 700 | 0 | 0 | 34 | 73200 | 260 | 24 | 21 | 7 | 0% | 0% | 70 | 0 | 0% | NAN | |||||||
7 |
Scholar / Scholar / (3k_ytr_general_metal_he_man) He Man |
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41 | 320 | 0 | 0 | 34 | 73200 | 107 | 24 | 23 | 17 | 54% | 0% | 50 | 0 | 0% | NAN | |||||||
8 |
Scholar / Scholar / (3k_ytr_general_metal_huang_shao) Huang Shao |
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41 | 660 | 0 | 0 | 34 | 73200 | 107 | 24 | 23 | 17 | 0% | 0% | 50 | 0 | 0% | NAN | |||||||
Melee Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
9 |
Melee Infantry / Glaive Infantry / (3k_ytr_unit_metal_peasant_warriors) Peasant Warriors With low morale and armed only with improvised clubs, these starving peasants may not be formidable, but they are many! |
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160 | 200 | 280 | 75 | 18 | 96000 | 90 | 24 | 37 | 0 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
10 |
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_huanglao_s_paragons) Huanglao's Paragons The Old Master helped define the way. In his name, these warriors will see the world set right. |
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80 | 450 | 300 | 80 | 40 | 48000 | 78 | 30 | 65 | 16 | 30% | 0% | 32 | 0 | 0% | NAN | |||||||
11 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_yellow_turban_warriors) Yellow Turban Warriors These former bandits obey a greater law and lend their sabres and hard-fought experience to the Yellow Turban cause. |
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160 | 400 | 400 | 105 | 24 | 96000 | 104 | 30 | 25 | 8 | 29% | 20% | 20 | 2 | 60% | NAN | |||||||
12 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_chanters) Chanters Devotees to the Great Peace who raise the spirits of their fighting allies with Taoist chants and incantations. |
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160 | 400 | 400 | 105 | 40 | 96000 | 50 | 30 | 5 | 10 | 15% | 0% | 7 | 0 | 0% | NAN | |||||||
13 |
Melee Infantry / Axe Infantry / (3k_ytr_unit_metal_yellow_sky_heralds) Yellow Sky Heralds Fearless heralds of the Yellow Sky, whose powerful charge strikes down all who would oppose the Great Peace. |
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160 | 450 | 450 | 120 | 44 | 96000 | 89 | 30 | 11 | 22 | 15% | 0% | 7 | 0 | 0% | NAN | |||||||
14 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_peoples_warband) People's Warband Merchants and craftsmen armed with looted sabres and armour, fuelled by a righteous fury against injustice. |
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160 | 600 | 600 | 160 | 34 | 96000 | 89 | 30 | 53 | 13 | 15% | 0% | 20 | 0 | 0% | NAN | |||||||
15 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_white_wave_veterans) White Wave Veterans Veteran rebels armed with a sabre, shield and a swift, strong charge. |
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160 | 650 | 650 | 175 | 34 | 96000 | 134 | 30 | 25 | 8 | 30% | 20% | 20 | 2 | 60% | NAN | |||||||
16 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_youxia) Youxia With a tally of many victories between them, this armoured infantry form the vanguard of the frontline with sword and shield. |
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80 | 900 | 750 | 200 | 64 | 72000 | 108 | 24 | 28 | 21 | 45% | 20% | 53 | 10 | 55% | NAN | |||||||
17 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_venerable_wu) Venerable Wu Shamans who can take many blows before they fall, striking fear into the hearts of foes who believe they possess supernatural powers. |
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80 | 900 | 900 | 240 | 54 | 72000 | 118 | 24 | 15 | 11 | 65% | 0% | 7 | 0 | 40% | NAN | |||||||
18 |
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_scholar_warriors) Scholar-warriors Elite warriors whose belief and commitment to the Way inspires others and gives extra weight to the swing of their twin sabres. |
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80 | 1000 | 1200 | 320 | 59 | 64000 | 117 | 30 | 65 | 16 | 60% | 0% | 26 | 0 | 40% | NAN | |||||||
Polearm Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
19 |
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_peasant_spearmen) Peasant Spearmen Forsaking farming tools for sharpened bamboo stakes, these peasants are cheap, with low morale, but risk their lives to fight against oppression. |
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160 | 200 | 300 | 80 | 16 | 96000 | 22 | 20 | 9 | 36 | 11% | 0% | 7 | 0 | 0% | NAN | |||||||
20 |
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_yellow_turban_spearmen) Yellow Turban Spearmen Protected by leather armour and a small shield, these former bandits brace for impact against cavalry charges. |
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160 | 450 | 450 | 120 | 22 | 96000 | 41 | 20 | 7 | 24 | 14% | 20% | 20 | 5 | 55% | NAN | |||||||
21 |
Polearm Infantry / Halberd Infantry / (3k_dlc04_unit_wood_fervent_defenders) Fervent Defenders At the centre of the line, weapons extended, these warriors do not - cannot - flinch. Their resolve, implacable. |
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160 | 500 | 500 | 135 | 30 | 96000 | 60 | 20 | 25 | 25 | 16% | 0% | 25 | 0 | 0% | NAN | |||||||
22 |
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_militia_of_virtue) Militia of Virtue Martial arts training has given these warriors unmatched stamina and made them experts users of the staff for attacking and defending. |
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80 | 550 | 550 | 145 | 30 | 72000 | 40 | 20 | 45 | 2 | 60% | 0% | 20 | 0 | 0% | NAN | |||||||
23 |
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_wood_guardians_of_the_land) Guardians of the Land Armoured former palace guards who use ji polearms raided from their previous masters in the fight for the Great Peace. |
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160 | 700 | 700 | 185 | 30 | 96000 | 80 | 20 | 25 | 25 | 34% | 0% | 45 | 0 | 0% | NAN | |||||||
24 |
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_reclaimers) Reclaimers This infantry gathers equipment dropped or left behind in battle to help their brothers and sisters continue the fight. |
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160 | 700 | 700 | 185 | 28 | 96000 | 70 | 20 | 7 | 24 | 16% | 15% | 25 | 20 | 60% | NAN | |||||||
25 |
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_stalwart_shields) Stalwart Shields The Yellow Turbans must be sword and shield both, holding back the tide of corruption whilst simultaneously pushing it back. |
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160 | 650 | 800 | 215 | 47 | 115200 | 10 | 20 | 7 | 24 | 16% | 15% | 25 | 20 | 80% | NAN | |||||||
26 |
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_metal_arm_of_the_supreme_peace) Arm of the Supreme Peace The imposing bulk of this elite infantry gives their swung maces the power of a gale, scattering their enemies before them. |
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40 | 1000 | 800 | 215 | 44 | 84000 | 157 | 15 | 74 | 25 | 43% | 0% | 32 | 0 | 0% | NAN | |||||||
Ranged Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
27 |
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_peasant_archers) Peasant Archers Cheap to raise, but low in morale, these peasants are armed with only a simple bow and the will to fight for the promise of the Yellow Sky. |
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160 | 145 | 220 | 60 | 13 | 54000 | 10 | 20 | 9 | 2 | 10% | 0% | 7 | 0 | 0% | 22 | 6 | 180 | 8.6 | 14 | NAN | ||
28 |
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_yellow_turban_archers) Yellow Turban Archers After years of ambushing traders, these former bandits now train their arrows on the oppressors of the land. |
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160 | 300 | 360 | 95 | 18 | 54000 | 41 | 20 | 9 | 2 | 11% | 0% | 20 | 0 | 0% | 25 | 8 | 200 | 8.6 | 25 | NAN | ||
29 |
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_the_lands_chosen) The Land's Chosen Nature must be preserved and the world saved. These warriors will see it done. |
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160 | 575 | 660 | 175 | 23 | 59400 | 35 | 30 | 25 | 8 | 12% | 0% | 25 | 0 | 0% | 38 | 5 | 225 | 8.6 | 33 | NAN | ||
30 |
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_men_of_the_forest) Men of the Forest Former poachers renowned for their stealth and skill with the bow, making them excellent ambushers. |
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160 | 530 | 660 | 175 | 23 | 59400 | 65 | 30 | 6 | 17 | 12% | 0% | 20 | 0 | 0% | 25 | 8 | 200 | 8.6 | 26 | NAN | ||
31 |
Ranged Infantry / Bow Infantry / (3k_ytr_unit_wood_bringers_of_righteousness) Bringers of Righteousness Skilled militia armed with polearms and bows, a flexible and effective unit for combat both close and from afar. |
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160 | 700 | 840 | 225 | 30 | 59400 | 90 | 24 | 37 | 16 | 19% | 0% | 25 | 0 | 0% | NAN | |||||||
32 |
Ranged Infantry / Crossbow Infantry / (3k_ytr_unit_water_watchmen_of_the_peace) Watchmen of the Peace Well-trained infantry using powerful crossbows at long range, but also skilled with armour and shield in close combat. |
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160 | 600 | 960 | 260 | 25 | 59400 | 75 | 30 | 25 | 8 | 12% | 20% | 26 | 2 | 60% | 18 | 42 | 220 | 4 | 17 | NAN | ||
33 |
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_archery_masters) Archery Masters Archers with an unerring eye; their arrows rarely miss their targets. |
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80 | 1000 | 1200 | 320 | 57 | 64800 | 75 | 20 | 9 | 2 | 12% | 0% | 7 | 0 | 40% | 38 | 5 | 225 | 8.6 | 42 | NAN | ||
Ranged Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
34 |
Ranged Cavalry / Bow Cavalry / (3k_ytr_unit_water_horseback_huntsmen) Horseback Huntsmen The quarry of these mounted archers was once waterfowl, but is now considerably larger, which only makes for an easier target. |
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40 | 400 | 420 | 110 | 20 | 67200 | 40 | 20 | 9 | 2 | 12% | 0% | 20 | 0 | 0% | 40 | 10 | 200 | 8.6 | 44 | NAN | ||
Shock Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
35 |
Shock Cavalry / Spear Cavalry / (3k_ytr_unit_earth_white_wave_horsemen) White Wave Horsemen Seasoned shock cavalry whose speed and powerful charge make them perfect for battering enemy lines before withdrawing to strike again. |
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40 | 750 | 1125 | 300 | 32 | 67200 | 250 | 20 | 7 | 24 | 8% | 25% | 20 | 12 | 45% | NAN | |||||||
36 |
Shock Cavalry / Spear Cavalry / (3k_dlc04_unit_fire_righteous_vanguards) Righteous Vanguards At the head of charge they draw their spears, driving home with a righteous cry! |
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40 | 750 | 1350 | 360 | 49 | 67200 | 232 | 20 | 7 | 24 | 30% | 25% | 45 | 12 | 45% | NAN | |||||||
Melee Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
37 |
Melee Cavalry / Sword Cavalry / (3k_ytr_unit_earth_yellow_turban_horsemen) Yellow Turban Horsemen Strength and courage are not everything; sometimes speed makes all the difference, and this marauding cavalry has very fast horses. |
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40 | 550 | 825 | 220 | 26 | 67200 | 156 | 30 | 25 | 8 | 18% | 20% | 20 | 5 | 65% | NAN | |||||||
38 |
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_jaizi_raiders) Jiazi Raiders When you fight to live, you tend to become exceedingly good at it. |
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20 | 550 | 900 | 240 | 60 | 50400 | 250 | 24 | 20 | 15 | 36% | 25% | 53 | 10 | 60% | NAN | |||||||
39 |
Melee Cavalry / Axe Cavalry / (3k_ytr_unit_earth_virtuous_noblemen) Virtuous Noblemen Elite cavalry guards who have turned their weapons against their former masters to serve the Yellow Turbans. |
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28 | 1000 | 1200 | 320 | 50 | 50000 | 164 | 30 | 10 | 21 | 16% | 25% | 45 | 10 | 60% | NAN | |||||||
Ranged Artillery | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
40 |
Ranged Artillery / Artillery / (3k_dlc04_unit_water_multiple_bolt_crossbow) Multiple Bolt Crossbow Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN | |||||||
41 |
Ranged Artillery / Artillery / (3k_main_unit_water_trebuchet) Trebuchet Hurling large, heavy projectiles to breach enemy defences from afar requires quite a feat of engineering. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN |