Gatherers
Playtest capture · 2026-07-24Numbers straight from the first Scenario Server playtest, read at max level with no veterancy invested. Leadership is the unit's cost to field: a commander brings up to 70 Leadership into battle, and this unit takes 2 of it. Everything the capture does not show (unit type, what each trait and order does) arrives with later playtests rather than guesses.

Attributes
Basic Attributes
- Health
- 4023
- Strength
- 16
- Leadership
- 2
- Speed
- 5.5
- Range
- -
- Ammo
- -
- Labour
- 7.33
Attack Attributes
- Piercing Armour Penetration
- 0
- Slashing Armour Penetration
- 680
- Blunt Armour Penetration
- 0
- Piercing Damage
- 0
- Slashing Damage
- 801
- Blunt Damage
- 0
Defence Attributes
- Piercing Defence
- 68
- Slashing Defence
- 155
- Blunt Defence
- 64
- Block
- 185
- Block Recovery
- 12
Traits and orders
Unit Traits
- Feudal Labourers
In times of peace, the primary role of militia remains manual labor and gathering, providing resource reserves for wartime.
- Peasants
Low recruitment and formation costs, but poor actual combat effectiveness. Mostly used as Expendable troops.
- Shieldbearers
Ranged damage is reduced while unit is using shields.
Traits show exactly as they did in game: lit means active, red is a drawback.
Unit Orders
Herb JarGatherers use Herbs to restore 40 Health per second for 15 seconds.
Orders are numbered as they sit in game, left to right. Names and what each one does drop in as they get captured.
