Left Panel
menu
HomeHome / Total War: THREE KINGDOMS / King Mulu / Units
Hero(Romance)
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
1
1 King Mulu
Nanman / Nanman / (3k_dlc06_hero_nanman_mulu)
King Mulu

1 305 0 0 55 24000 154 30 1178 871 0% 0% 10 0 0% NAN
2
1 King Wutugu
Nanman / Nanman / (3k_dlc06_hero_nanman_wutugu)
King Wutugu

1 625 0 0 55 24000 154 30 1178 871 0% 0% 55 0 0% NAN
General(Records)
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
3
21 King Mulu
Nanman / Nanman / (3k_dlc06_general_nanman_mulu)
King Mulu

21 215 0 0 50 36600 154 30 15 11 0% 0% 10 0 0% NAN
4
41 King Wutugu
Nanman / Nanman / (3k_dlc06_general_nanman_wutugu)
King Wutugu

41 675 0 0 50 73200 154 30 15 11 0% 0% 55 0 0% NAN
Melee Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
5
160 Ravine Warriors
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_ravine_warriors)
Ravine Warriors
In case the foe survives a charging elephant, the Ravine Warriors follow in the beasts' wake, a weapon in each hand.
160 380 300 80 22 96000 79 24 32 3 22% 0% 7 0 0% NAN
6
160 Nanman Warriors
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_nanman_warriors)
Nanman Warriors
The men of the south have always fought to protect what they hold dear.
160 450 480 128 24 96000 100 30 24 8 25% 20% 29 2 60% NAN
7
160 Valley Tribesmen
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_valley_tribesmen)
Valley Tribesmen
Though their origins may be humble, the warriors of the Nanman can hold their own.
160 550 520 139 30 96000 107 30 33 3 38% 20% 37 2 60% NAN
8
160 Wuling Fighters
Melee Infantry / Sword Infantry / (3k_dlc06_unit_metal_wuling_fighters)
Wuling Fighters
Fighting on to the last, unafraid of any enemy, these warriors are the bane of presumptuous heroes.
160 600 600 160 34 96000 89 30 33 3 37% 20% 23 2 60% NAN
9
160 Axe Throwers
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_axe_throwers)
Axe Throwers
A flying axe can ruin your whole day.
160 650 650 173 30 96000 98 30 24 3 15% 20% 23 2 60% NAN
10
160 Mercenary Infantry
Melee Infantry / Axe Infantry / (3k_main_unit_metal_mercenary_infantry)
Mercenary Infantry
Infantry-for-hire, they easily weather hot climates and are best used to capture key strategic points on the battlefield.
160 650 650 175 30 96000 128 30 10 21 24% 20% 26 2 60% NAN
11
160 Nanzhong Champions
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_nanzhong_champions)
Nanzhong Champions
The greatest warriors of one of the greatest leaders of the Nanman.
160 700 680 181 36 96000 98 30 24 3 33% 20% 37 5 55% NAN
12
160 Wuguo Axe Throwers
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_wugou_axe_throwers)
Wuguo Axe Throwers
The axe is one of the few weapons well-suited to both missile and melee combat.
160 750 700 187 38 96000 89 24 25 3 42% 0% 29 0 0% NAN
13
160 Might of the Valley
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_might_of_the_valley)
Might of the Valley
The cream of Shamoke's forces.
160 900 850 227 38 96000 207 15 20 40 18% 0% 29 0 0% NAN
14
120 Followers of the Flame
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_followers_of_the_flame)
Followers of the Flame
With the bruising mace and the burning fire, the foe is soon dealt with.
120 780 935 249 50 72000 70 20 40 10 17% 0% 7 0 0% NAN
15
40 Tiger Warriors
Melee Infantry / Animal Handlers / (3k_dlc06_unit_metal_tiger_warriors)
Tiger Warriors
The tiger is the lord of beasts. In war, the mere sight of such a creature can unman the bravest warrior.
40 820 1000 267 34 54000 164 24 40 10 24% 0% 37 0 0% NAN
Polearm Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
16
160 Nanman Spearmen
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_nanman_spearmen)
Nanman Spearmen
In defence of their lands, the Nanman muster their spears.
160 450 450 120 20 96000 82 24 32 2 11% 0% 7 0 0% NAN
17
160 Javelin Spearmen
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_javelin_spearmen)
Javelin Spearmen
Do not be fooled by the length of those spears: they can still be thrown.
160 630 600 160 26 96000 119 20 35 12 20% 0% 20 0 0% NAN
18
160 Nanzhong Spearmen
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_nanzhong_spearmen)
Nanzhong Spearmen
A phalanx of spears will see off most enemies.
160 600 620 165 28 96000 100 20 35 12 16% 0% 23 0 0% NAN
19
160 Javelin Spear Guards
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_javelin_spear_guards)
Javelin Spear Guards
Yang Feng expects his troops to be the best, and he will not be disappointed.
160 700 700 187 34 96000 125 24 42 7 18% 20% 29 5 55% NAN
20
160 Wolf Pack
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_wolf_pack)
Wolf Pack
High blood drumming on the skin. They're on the hunt…
160 500 735 196 28 96000 90 24 42 7 30% 0% 20 0 0% NAN
21
160 Sanjiang Poison Spears
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_sanjiang_poison_spears)
Sanjiang Poison Spears
Stealthy and skilled, when their spears strike true, expect pain.
160 550 800 213 28 96000 91 20 14 5 14% 0% 7 0 0% NAN
22
160 Shields of the South
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_shields_of_the_south)
Shields of the South
Infantry as stalwart and unshakable as the mountains themselves.
160 780 900 240 42 96000 91 24 32 2 22% 20% 37 17 55% NAN
Ranged Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
23
160 Nanman Slingers
Ranged Infantry / Slingers / (3k_dlc06_unit_water_nanman_slingers)
Nanman Slingers
Do not doubt the efficacy of a barrage of well-aimed sling-shots.
160 300 250 67 18 59400 47 30 5 10 10% 0% 7 0 0% 25 5 100 20 62 NAN
24
160 Wuling Slingers
Ranged Infantry / Slingers / (3k_dlc06_unit_water_wuling_slingers)
Wuling Slingers
They dart in, self assured and sure-footed, pelt the enemy, and are gone.
160 420 300 80 28 59400 56 30 16 2 11% 0% 23 0 0% 25 5 100 20 64 NAN
25
160 Fire Archers
Ranged Infantry / Bow Infantry / (3k_dlc06_unit_water_fire_archers)
Fire Archers
A concerted volley of arrows is bad enough. When the arrows are on fire, it is time to run.
160 500 400 107 23 54000 65 30 5 10 12% 0% 7 0 0% 45 3 200 5 28 NAN
26
160 Mercenary Archers
Ranged Infantry / Bow Infantry / (3k_main_unit_water_mercenary_archers)
Mercenary Archers
Arid heat has no effect on the performance or accuracy of these archers, who excel in capturing key strategic points.
160 450 540 145 20 59400 35 30 6 17 7% 0% 20 0 0% 40 10 200 8.6 30 NAN
27
160 Javelin Throwers
Ranged Infantry / Javelin Throwers / (3k_dlc06_unit_water_javelin_throwers)
Javelin Throwers
When the fight comes to them, these javelineers are too canny to leave themselves defenceless.
160 600 580 155 25 64800 75 24 32 2 12% 20% 23 2 60% 20 50 60 10 6 NAN
28
160 Sanjiang Poison Darts
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_sanjiang_poison_darts)
Sanjiang Poison Darts
No matter the size of the hunter's prey, a well-aimed dart tipped with a sufficiently strong poison can take them down.
160 550 700 187 27 59400 65 30 16 2 12% 0% 23 0 0% 5 0 60 15 30 NAN
29
40 Tiger Slingers
Ranged Infantry / Animal Handlers / (3k_dlc06_unit_water_tiger_slingers)
Tiger Slingers
When a tiger leads the charge, foes rarely look beyond the fearsome beast – which may be their last mistake!
40 770 800 213 23 54000 132 30 24 8 12% 0% 23 0 0% 25 5 100 20 46 NAN
30
160 Hidden Vipers
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_hidden_vipers)
Hidden Vipers
Foes may survive the blowpipe attack only to fall under the blades of the machetes.
160 850 900 240 38 96000 75 30 33 3 32% 20% 29 2 60% 5 0 60 15 25 NAN
Ranged Cavalry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
31
40 Mounted Archers
Ranged Cavalry / Bow Cavalry / (3k_main_unit_water_mounted_archers)
Mounted Archers
Armoured cavalry archers who harass the enemy with arrows while using their mounts to remain out of reach.
40 550 660 175 25 67200 56 30 25 8 6% 0% 32 0 0% 25 8 200 8.6 50 NAN
32
40 Heavy Mounted Archers
Ranged Cavalry / Bow Cavalry / (ep_unit_water_heavy_mounted_archers)
Heavy Mounted Archers
These archers excel at harassing enemy troops, but are unafraid of charging into the melee if needed.
40 700 840 225 27 67200 84 30 25 8 6% 0% 45 0 0% 25 8 200 8.6 44 NAN
Shock Cavalry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
33
40 Mercenary Cavalry
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_mercenary_cavalry)
Mercenary Cavalry
Cavalry troops who fight only for gold; excellent at capturing key strategic points and fighting in hot climates.
40 750 1125 300 23 67200 292 20 9 36 30% 0% 26 0 0% NAN
34
40 Cataphracts
Shock Cavalry / Spear Cavalry / (ep_unit_fire_cataphracts)
Cataphracts
The horse is made only more terrifying by cladding it in armour and directing it at the enemy.
40 900 1350 360 34 67200 230 20 9 36 9% 0% 53 0 25% NAN
Elephants
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
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
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
35
16 Southern Elephants
Elephants / Elephants / (3k_dlc06_unit_fire_southern_elephants)
Southern Elephants
Can any warrior stand against a charging elephant?
16 980 1225 327 34 64000 354 20 50 50 9% 0% 7 0 0% NAN
36
16 War Elephants
Elephants / Elephants / (3k_dlc06_unit_fire_war_elephants)
War Elephants
As though elephants were not mighty enough, these beasts have even more power!
16 1100 1580 421 34 96000 491 20 50 50 12% 0% 7 0 0% NAN
37
16 Nanzhong Elephants
Elephants / Elephants / (3k_dlc06_unit_water_nanzhong_elephants)
Nanzhong Elephants
Any army that marches with elephants already have superiority when it comes to morale.
16 1250 1650 440 41 64000 225 20 50 50 2% 0% 7 0 0% NAN