- Dwarves gain 17 instead of 14 experience from working, but their experience needed to level has been increased by 50%, ultimately making them slower
- Guards can no longer research
- Royal Guard Health debuffed from 2250 to 950
- Royal Guard DPS / Attack debuffed from 52 / 286 to 24 / 132, respectively
- Royal Guard Stun time increased from 1 to 2
- Royal Guard Regen on Own Land debuffed from 40 to 20 per second
- Royal Guards are no longer immune to Chicken
- Royal Guards can no longer research nor manufacture
- Royal Guard Pay decreased from 7000 to 1350
- Royal Guard convert time set to 240 seconds from being impossible to convert
- Royal Guards are attracted by the Guard Room (9 tiles) rather than the Combat Pit (25 tiles)
- Royal Guard combat exp increased from 150 to 175, Royal Guards also only require half their previous needed experience to level
- Royal Guards now gain minor happiness from being held instead of remaining neutral
- Knights can no longer research
- Knight convert time increased from 150 to 160 seconds
- Stone Knight Health buffed from 3500 to 4000
- Stone Knight DPS / Attack debuffed from 30 / 180 to 20 / 120
- Stone Knight Regen on Own Land debuffed from 180 to 0 per second
- Stone Knight lost first copy of Self Invulnerable (Level 3) and Other Invulnerable, but kept second copy of Self Invulnerable (Level 8)
- Stone Knight Pay decreased from 9000 to 1750
- Stone Knights no longer die instantly from torture
- Stone Knight combat exp increased from 100 to 125, Stone Knights also only require half their previous needed experience to level
- Thief to Mercenary is now a Blitzer, instead of a Flanker, and will prioritize enemy support
- Thief to Mercenary Health buffed from 450 to 700
- Thief to Mercenary DPS / Attack buffed from 22 / 44 to 40 / 100, respectively
- Thief to Mercenary Melee Recharge increased from 2.0 to 2.5 seconds
- Thief to Mercenary Stun time increased from 0 to 1 second
- Thief to Mercenary Spell Set revised from Self Invisibility (Lv3), Other Invisibility (Lv5), Great Invisibility (Lv8) to Arrow (Lv3), Self Invulnerable (Lv8), Knives (9)
- Thief to Mercenary can now Reveal Adjacent Traps
- Thief to Mercenary can no longer research
- Thief to Mercenary Manufacture value buffed from 4 to 40
- Thief to Mercenary Pay increased from 800 to 2000
- Thief to Mercenary convert time increased from 30 to 50 seconds
- Thief to Mercenary no longer explores and prioritizes Training over Drinking when Happy
- Thieves to Mercenaries are now attracted by Treasury (1 tile) instead of Casino (3 tiles)
- Thief to Mercenary training / combat exp decreased from 80 / 350 to 70 / 200, respectively
- Thief to Mercenary no longer gets angry with Creatures
- Giant is now a Flanker, instead of a Blitzer, and is no longer concerned with enemy support
- Giant DPS / Attack buffed from 50 / 300 to 67 / 402, respectively
- Giants gained Greater Bash (no damage short-ranged stun) at Level 3
- Giants are now attracted by Hatchery (20 tiles) instead of Training Room (9 tiles)
- Giant training / combat exp increased from 40 / 175 to 45 / 225
- Wizard Spell Set revised from Magic Missile (Lv1), Meteor (Lv5), Great Invulnerable (Lv9) to Earth Blast (Lv1), Ice Missile (Lv5), Fire Storm (Lv10)
- Wizard combat exp decreased from 225 to 150
- Elven Archer Health buffed from 400 to 450
- Elven Archer lost Slow but gained Chaos Charm at Level 9, Arrow moved from Level 7 to Level 5
- Elven Archer training exp increased from 60 to 75
- Elven Archer gender has been secretly confirmed (but at a terrible price)
- Monk Magic Missile swapped for Fireball (still at Level 2)
- Monk combat exp decreased from 250 to 175
- Fairy Super Meteor (Level 8) replaced by Chainfire (Level 9), a stronger spell that can vary in damage or hit multiple targets in specific situations
- Lord Spell Set revised from Great Heal (Lv5), Self Invulnerable (Lv8), Great Invulnerable (Lv10) to Full Heal (Lv5), Blade Flurry (Lv7), Black Invulnerable (Lv9)
- Added the Blade Master, a melee unit with crowd control abilities
- Added the Templar, an ability based melee tank
- Added the Samurai, an ability based melee blitzer
Royal Guards act as an interesting alternative to the normal Guard now. Their basic stats are inferior, but they still have Health regen to make up for any loss in fighting ability in the early game when fighting defensively. They still have a higher burst of damage, which can be used for something. The most unique differnece is Normal Heal and Other Invulnerable compared to the Great variations that the Royal Guard has, giving her far more support capabilities in the late game.
Stone Knights no longer rely on insane Health regen to stay alive, but have a slight increase in Health instead to maximize that area instead. Other than that, they functions just about the same as before. They're super tanks, being all about raw defense more than anything else. Their damage is rather disappointing, however.
Mercenaries are a little bit more than what meets the eye. They're very powerful in the early game due to the amount of burst damage they can do, especially with Arrow. They're like rush type units, and are meant to be used to win the game before their Payday takes its toll. When properly leveled, the Mercenary is a powerful blitzer but with
defense. Self Invulnerable can go a long ways to protecting the Mercenary and is just what every blitzer needs to not die within the first few seconds of combat. No more of this pansy support Thief crap.
Giants were admittedly rather weak. They had nice burst, but it wasn't enough and they tied way too quickly. They also trained very slowly. These buffs are just what they needed to make a real difference.
Wizards were pretty poor before due to their spell set. They simply had nowhere to shine. This new spell set turns them into super burst units with a variety of functions, typically leaning on crowd control however. They're very powerful and tricky to play around, but are also very fun to use.
Elven Archers were also lacking quite a bit. They survived solely on the gimmick of having 8 tile range and being annoying to kill, but it wasn't enough. Therefore, they were changed around to have stronger early game. They train fast and can get Arrow rather quickly, giving them a burst that works well with Mercenaries. They're at a loss in the mid game, much like Mercenaries, but in the late game, Elven Archers can gain Chaos Charm, which is a powerful control ability that can make confusing large scale battles even more confusing, but in a way that benifits.
Monks were pretty good before but the problem is that Magic Missile didn't work well with their purpose. It had a short recharge time, which caused them to cast it more frequently, doing pitiful damage while distracting them from their main purpose, which is to Heal and Protect allies. With Fireball, Monks are not only stronger in damage, but the long recharge time for the spell allows Monks to be available for more frequent castings of Great Heal and Great Invulnerable. They are now ready to be known as that annoying son of a b*tch Healer on the enemy side.
Fairies weren't overpowered enough in the late game, so I made them stronger. Prepare to cry with Chainfire.
Lords weren't strong enough either. Boss Tier has pretty high standards, as it so turns out. Lords are now super annoying with Full Heal, have some crowd control with Blade Flurry, and even greater protection with Black Invulnerable.
Blade Master is a totally new concept. The idea is to give the Hero Side some kind of Area of Effect specialist. Originally, they were Mage Knights, but that didn't work out so well, so now comes the Blade Master. It's a bit awkward to fill the role of Area of Effect with a Melee Unit in DK2, but it works. They utilize both Cleave and Blade Flurry and can be absolutely crushing against rush type units, especially if they're not leveled properly. Their weakness happens to be the more durable targets that simply shrugg off their damage.
Templars are interesting units. They have a respectable amount of Health on top of Health regen, making them pretty decent tanks in the early game. They lack proper damage output, however, which puts them behind the Knight. When they gain Invulnerable Self, they act similarly to the Black Knight as a tank, but become more unique as they level. Flame provides them with a disabler stun ability to slow down enemy aggression, while the Light Spell allows them to literally shine in the late game. It is a finisher, being so powerful in damage that it completes the Templar as a unit, covering her last weak point. The one problem is getting her to reach that level.
Samurai were great in DK1, so why not the DK2? They make themselves known on the Hero Side as being the supreme quick hitter, much like the Goblin on the Creature side. They can quickly stack damage when trained properly and possess Thunder and Freeze, two very powerful and solid abilities, to give them an edge in the mid and late game.