Keep

The Keep is the primary building of House Rupah. It's primary purpose is to spawn Builders and to provide a respawn for fallen Heros.

Acts as the primary node for resource collection.

Stats and Costs

Health

2700

Build Time

100s

Anor.  Cost

350

Wood Cost

150

Troops + Improvements

Builder

75

0

0:15

Media

 

Barracks

The Barracks is the primary unit producing structure of House Rupah. Able to train Spearmen, Pathfinders, and Knights. 

The first structure built by house Rupah, it can be particularly effective if built with multiple workers and used for rushes.

Stats and Costs

Health

2325

Build Time

60s

Anor. Cost

170

Wood Cost

50

Troops + Improvements

Spearman

130

0

0:20

Pathfinder

120

20

0:25

Knight

250

50

0:45

Media

 

Elven Enclave

The Elven Enclave enables the production of Pathfinders but also serves as the main research structure of Houe Rupah.

Acts as the hub for all Pathfinder upgrades as well as for the DPS upgrade Cutting winds for builds specced in that field.

Stats and Costs

Health

2250

Build Time

70

Anor. Cost

130

Wood Cost

70

Troops + Improvements

Reinforced Shields

170

80

0:40

Spirit   Hound

200

200

0:23

Stormseeker Arrows

80

120

0:45

Superior Structures

10

75

0:45

Media

 

Temple

The temple is the training groud for Clerics and Runecasters. A building of piety, it's the only place to train the healing units of House Rupah and thusly absolutely vital for support builds. It's low health pool also makes it an opportune target for sniping by high DPS enemy units.

Stats and Costs

Health

2175

Build Time

70

Anor. Cost

165

Wood Cost

135

Troops + Improvements

Clerics

140

10

0:25

Runecaster

190

60

0:35

Restoration

125

200

0:50

Media

 

Truesight

100

60

0:50

Library

The library is used only for the enabling of runecasters and researching their warding glyph.

And important tech structure for late game given that runecasters are the only siege unit available to House Rupah.

Stats and Costs

Health

2250

Build Time

60

Anor. Cost

180

Wood Cost

130

Troops + Improvements

Warding Glyphs

125

125

0:50

Media

 

Stables

The stables are filled with hay and horses but they don't produce knights. They do however allow their production in the barracks.

Also allows the research of valiant charge. A key late game ability for knights.

Stats and Costs

Health

2550

Build Time

90

Anor. Cost

140

Wood Cost

140

Troops + Improvements

Valiant Charge

150

150

0:55

Media

 

Floating Gardens

Why do the Gardens float? Noone knows. Do the Djinni come from the garden or do they just like hanging out next to it?

Regardless this allows for the production of Djinni and the upgrades necessary to access the support abilities of the Djinni.

Stats and Costs

Health

2100

Build Time

90

Anor.Cost

190

Wood Cost

145

Troops + Improvements

Djinni

270

60

0:45

Thunderwa.

150

175

0:50

Elemental Fortitude

120

130

0:75

Media

 

Watchtower

The watch tower is the primary static defensive structure of House Rupah. 

Able to hit anything within a 1300 radius range it is only out ranged by siege units.

Stats and Costs

Health

1000

Build Time

60

Anor. Cost

150

Wood Cost

40

Troops + Improvements

DPS

31.8

Media

 

Abilities

Reinforced Shields

Researched at: Elven Enclave

Reinforced shields increases defense from ranged attacks from 40% to 50% .

170

80

0:40

Media

Stormseeker Arrows

Researched at: Elven Enclave

Stormseeker Arrows cause Pathfinder's to do an additional 25% damage to the closes enemy minion to their target.

80

200

0:23

Media

Restoration

Researched at: Temple

Restoration allows the cleric to remove a debuff from an allied unit.

125

135

0:50

Media

Warding Glyphs

Researched at: Library

The Runecaster throws down an invisible trap that when triggered explodes and all units caught in the blast get slowed significantly for a few seconds.

125

125

0:50

Media

Thunderwave

Researched at: Floating Gardens

The Djinni releases a thunderous wave that deals 50 damage to anything in a cone around him and shoves them away a small distance.

150

175

0:50

Media

Spirit Hound

Researched at: Elven Enclave

Summons a 50 HP hound for 30 seconds that deals 15 melee damage every 1.25 seconds.

120

70

0:50

Media

Superior Structures

Researched at: Elven Enclave

Increases the maximum health of all House Rupah structures by 25%

200

200

0:23

Media

Truesight

Researched at: Temple

Truesight allows the cleric to see invisible units.

100

60

0:50

Media

Valiant Charge

Researched at: Elven Enclave

Charge increases the hitpoints of the knight by 100 and gives them a charge ability in which they charge in a straight line at a high speed. If they hit an enemy they stun it for 1 second.

150

150

0:55

Media

Elemental Fortitude

Researched at: Floating Gardens

The Djinni picks an allied target and grants them 25% damage resistance for 25 seconds.

120

130

0:75

Media

 
 
 
 
 

Upgrades

 

TANK

Researched at: Barracks

Nerves of Anorium

Reduces damage taken by Spearmen and Knights by (X)%

Level 0: Reduces Damage taken by 1%

100

145

0:30

Level 1: Reduces Damage taken by 2%

200

180

0:45

Level 2: Reduces Damage taken by 3%

250

200

0:60

Level 3: Reduces Damage taken by 4%

Damage

Researched at: Elven Enclave

Cutting Winds
Increases the damage done by Pathfinderse and Djinni by (X)%

Level 0: Increases damage by 5%

100

145

0:30

Level 1: Increases damage by 7%

200

180

0:45

Level 2: Increases damage by 10%

250

200

0:60

Level 3: Increases damage by 15%

Support

Researched at: Temple

Mender

Increases healing done by Clerics by (X)%

Level 0: Increases healing done by 5%

100

145

0:30

Level 1: Increases healing done by 7%

200

180

0:45

Level 2: Increases healing done by 10%

250

200

0:60

Level 3: Increases healing done by 15%