Units & Buildings
Pawns (AI fodder)
Pawns are the non-hero units that fill out an army — the creeps of the MOBA, the line infantry of an RTS match. They spawn from buildings and march on their own.
| Pawn | HP | DMG | Def | Speed | Mounted | Ranged | Weapon |
|---|---|---|---|---|---|---|---|
| Archer | 160 | 40 | 2 | 30 | — | ✓ | Bow |
| Infantry | 200 | 50 | 5 | 30 | — | — | Sword |
| Mounted | 250 | 60 | 8 | 40 | ✓ | — | Double axe |
Each pawn has the standard animation set (attack, idle, move, death, stun) and
blue / red / (infantry also neutral) team variants.
The 3D minion pipeline bakes a side-view sprite from a generated 3D model rather than rendering live 3D per unit — the same pipeline is reusable for archer / mounted / future minion types.
Buildings
Buildings are static structures — your fortress, production, defense, and economy. They share one team-colored atlas (blue / red / gray-neutral).
| Building | Role | HP | DMG | Def |
|---|---|---|---|---|
| Castle | Main fortress (the core) | 2400 | 80 | 30 |
| Barracks | Unit production | 2000 | 60 | 20 |
| Outpost | Forward base / defense | 2000 | 50 | 15 |
| Blacksmith | Weapon upgrades | 1800 | — | — |
| Camp | Fortified military position | 1800 | 40 | 10 |
| Tower | Ranged defense | 1600 | 50 | 10 |
| Lumbermill | Resource production (wood) | 1200 | — | 10 |
| Mine | Resource production (gold/ore) | 1000 | — | 15 |
| Church | Healing / morale boost | — | — | — |
Roles in play:
- Castle is the win condition — destroying the enemy castle ends the match.
- Barracks / Camp / Outpost push units and hold map territory.
- Tower provides ranged area denial along lanes.
- Blacksmith upgrades weapons; Church heals / boosts morale.
- Lumbermill / Mine drive the resource economy in RTS modes.
Some building gameplay effects (Church, Blacksmith, Lumbermill, Mine) live in the scripts referenced by their scenes rather than in static scene data; treat the table above as the combat-stat layer.