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Reinforcements

Summon spell

Reinforcements

Summons two melee units to fight enemies for 12 seconds.

Extraordinary situations call for extraordinary measures and commoners are ready to lend a hand (and pitchforks) to defend the kingdom from invaders.

  • 15 sCooldown
  • 2Soldiers
  • 40Health each
  • 2-4Physical damage
  • 12 sDuration
  • 100XP per cast

Upgrade tree

Upgrade points

Every spell level after the first gives 1 upgrade point and every upgrade costs 1 point, so a level 6 spell holds 5 of its 8 upgrades. At levels 2 and 4 the tree offers two upgrades and only one of them can be taken; the level 5 upgrade is the one on the branch picked at level 4, and levels 3 and 6 follow either pick. In the Spells room a taken upgrade can be swapped for the other one of its pair at no cost; swapping the level 4 upgrade swaps the level 5 upgrade with it.

Tier 1

  • Reinforcements

    Level 1: the spell itself

    Summons two melee units to fight enemies for 12 seconds.

Tier 2

  • Combat LessonsLv 2

    Level 2: pick 1 of 2

    Increases unit damage by 50%.

    • 1upgrade point

    Requires: Reinforcements

  • Lasting PresenceLv 2

    Level 2: pick 1 of 2

    Increases unit duration by 5 seconds.

    • 1upgrade point

    Requires: Reinforcements

Tier 3

  • Quality EquipmentLv 3

    Level 3: after either level 2 upgrade

    Increases the units' armor by 40% and health by 15%.

    • 1upgrade point

    Requires: Combat Lessons, Lasting Presence

Tier 4

  • Cardio TrainingLv 4

    Level 4: pick 1 of 2

    Reduces cooldown by 3 seconds and increases movement speed.

    • 1upgrade point

    Requires: Quality Equipment

  • ChainmailLv 4

    Level 4: pick 1 of 2

    Improves armor by 15%.

    • 1upgrade point

    Requires: Quality Equipment

Tier 5

  • Tempered SteelLv 5

    Level 5: follows the level 4 pick

    Increases unit damage by 50% and max. health by 15%.

    • 1upgrade point

    Requires: Cardio Training

  • Spiked ArmorLv 5

    Level 5: follows the level 4 pick

    Units now reflect 20% of damage from incoming melee attacks.

    • 1upgrade point

    Requires: Chainmail

Tier 6

  • Champion BannermanLv 6

    Level 6: after either level 5 upgrade

    Summons a bannerman that has 140 health and deals 10-14 physical damage. The bannerman also grants nearby units 15% extra armor and increases their damage by 10%.

    • 1upgrade point

    Requires: Tempered Steel, Spiked Armor

Spell facts

Type
Summon
Unlocks
From the start
Level when unlocked
1
Highest level
6
XP per cast
100
XP per cast in Blitz Challenge
62.5
Cooldown
15 s
Cooldown in Spell Rush and Blitz
7.5 s

Levels

Starts at level 1. Each cast gives 100 XP (62.5 in Blitz Challenge); level 6 needs 120,000 XP in total.
All spells

Summoned unitsAt level 1

  • Soldier (2 per cast)

    40 health, no armor, 2-4 physical damage every 1 s, stays 12 s.

  • Champion Bannerman

    Level 6 upgrade. 140 health, 40% armor, 10-14 physical damage every 1 s, stays 12 s.

Other spells