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List of all playable races in the first SpellForce series
RunehumanHumans - RuneelvenElves - RunedwarvenDwarves - RuneorcOrcs - RunetrollTrolls - RunedarkelvenDark Elves

The humans are one of the six playable factions in SpellForce: The Order of Dawn, SpellForce: The Breath of Winter and SpellForce: Shadow of the Phoenix. Their benefits, their disadvantages as well as their units and buildings will be shown here.

Table of Contents

SF1Recruit
Recruit
SF1Armsman
Armsman
SF1Scout
Scout
SF1Marksman
Marksman
SF1Cleric
Cleric
SF1Paladin
Paladin
SF1Enchanter
Enchanter
SF1Mentalist
Mentalist
SF1GriffonRider
Griffon Rider
SF1BloodHound
Blood Hounds
SF1StarMage
Star Mage
SF1BuildingHuman016
Buildings

The Monument

HumanMonument

The human monument is created in the shape of a fortress with a human soldier statue standing guard on top of it. The soldier is wearing heavy armor, a tower shield and a large spear. There are six small towers across the monuments with stoneworks all over it.

When summoning units the human statue's eyes will glow in a deep blue light before materializing human rune fighters. Like all other Rune Monuments, the human monument is indestructible but the connection to a rune can be separated by inflicting damage to the building.

Units

Now following is a list of the units available from this rune army.

Recruit

Recruit

The long years of war against the dark races took their toll on the human armies. Their reserves depleted, many regions fell to the dark ones and battle for battle, the human ranks were decimated. It was in this time that groups of volunteers began to form in the occupied territories and resist their oppressors, groups that became known as Daikin. They were hardly more than farmers or craftsmen, and nary among them could afford to buy weapons or armor. Inventive and deft as they were, however, they were able to craft simple weapons and the leather armor that would become their trademark.

And were they not able to drive out their dark oppressors, they were at least able to flee and join the remaining armies in the free lands. There, they proved a worthy addition to the cumbersome ranks of the armsmen. Since this time, any volunteers wishing to join the army serve among these light troops, who to this day bear the traditional leather armor of the Daikin. A recruit’s duties include securing fortresses and strongholds or patrolling the borders of the realms. On the battlefield, they reinforce the flanks of the army and attack enemy archers or mages that the armsmen cannot reach quickly enough.

Unit Category: Melee Fighter (Basic)
Attack Rating: 7 - 11 at 110% speed
Armor Rating: 140
Abilities: None
Requirements: Forge
Upgrades: None
Recruitment Costs: 50 Iron
Scout

Scout

Since their first wars against the orcs and – in darker times – against the elves, humans know that not every foe will face their armored units on the battlefield. Often their warriors were ambushed and slain without a chance to retaliate, or their enemy would retreat and flee out of reach even before their units arrived. Since those days, scouts have been an integral part of the human armies. They carry only light armor and are more maneuverable and much quieter than their comrades.

They take up position on the flanks of the battle, warn of surprise attacks and advance secretly into enemy territory, where they gather reconnaissance about their foes. Scouts are usually recruited from simple hunters and trackers that wish to serve their country in times of war.

Unit Category: Ranged Fighter (Basic)
Attack Rating: 10 - 14 at 75% speed
Armor Rating: 120
Abilities: None
Requirements: Forge
Upgrades: None
Recruitment Costs: 40 Wood, 15 Iron
Cleric

Cleric

Magic has always been dangerous to humans. Their thirst for power and conquest is stronger than that of any other race, and they cannot resist the allure of magic. Thus it is not surprising that the Mage Wars and the evil-doings of the Circle were mainly due to the influence of human Mages. After centuries of guilt that the humans brought upon themselves through these acts, magic is not a desirable thing. Faith, however, is a major driving force for humans.

Their short lifespan drives them to bind deeply with religion, with many of them devoting their lives to Aonir, the god of stars or Tiara the sun dancer. Healing and consolation are their duties, but should war threaten the land, many of them will don their armour and take arms, joining their comrades in battle. With healing hands and righteous rage, they are a symbol for the presence of the gods, for hope and for the indomitable human spirit.

Unit Category: Melee Fighter and Healer
Attack Rating: 6 - 10 at 90% speed
Armor Rating: 100 (140 with upgrade)
Abilities: Healing - Restores health to wounded allied targets.
Requirements: Forge, Temple of Light
Upgrades: Path of Light - Increases armor rating and health and mana regeneration.
Recruitment Costs: 40 Iron, 20 Aria
Marksman

Marksman

On the battlefield, the crossbow is surpassed by the lightning-quick elven bows, but in the hand of a marksmen, it is nonetheless a deadly weapon. Rising from the ranks of the scouts, they shoot not only faster than their comrades, but with uncanny accuracy. Marksmen are rare, and their training costly, thus most warlords ensure they are equipped with chain armor, thereby ensuring them the best possible protection and the longest possible use of their skill. Usually, marksmen take position behind the ranks or on the walls of strongholds, whence they can rain a deadly hail of bolts onto their foes.
Unit Category: Ranged Fighter (Advanced)
Attack Rating: 12 - 17 at 75% speed
Armor Rating: 140
Abilities: None
Requirements: Forge, Shooting Range
Upgrades: Double Crossbow - Allows to shoot on two enemy targets at once.
Recruitment Costs: 30 Wood, 50 Iron
Armsman

Armsman

Armsmen are the backbone of the human armies. They are recruited in times of war from the lower levels of society and instructed in the use of the halberd. With these simple, but effective weapons, they repel orcish lancers or try to hold back storming trolls. To this end, the human blacksmiths supply them with heavy armor that offers good protection against most weapons and ensures their survival on the battlefield. Armsmen are usually simple folk. But with their hearts of oak and under the command of the right leaders, they have won many a battle for the human armies.

Over the course of the years, many of them have become experienced fighters and these few devote their time to training of new recruits, ensuring that the skill of Armsmen is ever increasing, gaining them more and more respect.

Unit Category: Melee Fighter (Advanced)
Attack Rating: 13 - 23 at 75% speed
Armor Rating: 160
Abilities: None
Requirements: Forge, Master Armory
Upgrades: None
Recruitment Costs: 70 Iron
Enchanter

Enchanter

Since magic is disliked and mistrusted by the common people, magic is hard to learn in human territories and its use often frowned upon. The leaders of the human realms, however, know of its power and would not be so foolish as to ignore its potential in battle. And so they encourage and foster its learning in secret, favoring the magic that, like white magic, best suits a human’s natural abilities: Mind Magic. A skilled mage can use this magic to manipulate their foes, cause them harm or even paralyse them. The art of fast hypnosis or enchantment has been honed to perfection in some schools.

A well-trained Enchanter can stop his enemies in their tracks and completely paralyse them. With this advantage, even huge armies of orcs that would otherwise have crushed the human forces can be easily defeated. Their ability to render large numbers of enemies unable to fight in a short period of time has secured the Enchanters position behind the human line-up.

Unit Category: Defensive Magician
Attack Rating: 9 - 14 at 80% speed
Armor Rating: 70
Abilities: Hypnotize
Requirements: Temple of Light, Academy
Upgrades: Clarity - Increases maximum mana and mana regeneration.
Recruitment Costs: 65 Aria
Mentalist

Mentalist

From the halls of the secret schools come not only scholars and masters of enchantment. There are also a select few who devote their lives to the dangerous path of offensive mind magic. They can enter their victim’s thoughts, break their spirits and destroy them with the sheer power of their magic. This power is feared, since neither armor nor shield can offer protection. Any warrior that locks eyes with a mentalist knows that his end is near, and fear strikes deep into the hearts of those that witness a comrade falling dead, as if struck down by a ghost.

A mentalist’s training is long, and many fail to meet the harsh requirements. Only those whose spirit is clear and cold as ice can attain this level of mind magic, and for the rest, there is only madness.

Unit Category: Offensive Magician
Attack Rating: 11 - 19 at 80% speed
Armor Rating: 80
Abilities: Shock, Shockwave (with upgrade)
Requirements: Temple of Light, Academy
Upgrades: Shockwave - Unlocks the Shockwave ability and increases maximum mana.
Recruitment Costs: 100 Aria
Paladin

Paladin

They are the most noble warriors of the human realm, protectors of the people and faith. In Aonir's or Tiara’s name, and under the command of the king, they are always ready to protect the innocent and defenceless with their lives. Fearing neither weapon nor magic, their courage and faith are unshakable. Before the Convocation wars, Paladins were organised in great orders - the greatest of which, the Iron Falcons, covered the whole of the Northern Realm. Now the few surviving Paladins serve the new realms where they can, always on the look-out for brothers from the disbanded order.

Paladins are masters of combat with sword and shield, and through their faith and devotion are bestowed the power and will to use the pure, white magic of the gods. They are a noble ally for those that win their trust, and a relentless foe for those that incur their wrath.

Unit Category: Melee Fighter (Elite)
Attack Rating: 12 - 18 at 100% speed
Armor Rating: 180
Abilities: Hallow, Dexterity
Requirements: Forge, Temple of Light, Master Armory
Upgrades: Fire Blessing - The weapon is now able to apply Fireburst on attacks and the unit's fire resistance is considerably increased.
Recruitment Costs: 60 Iron, 30 Aria
Griffon Rider

Griffon Rider

Long before the Age of Swords had dawned, before the dwarves had taught the humanity how to forge iron, Fiara had been the land of the dragons. But with the rise of the humans the dragonslayers also had risen and humans descended from the Windwall Mountains to purge the land of dragons. They became the new masters of Fiara. But their fight would have been short-lived, had they merely sallied forth on land against the giant wyrms.

During their long years among the cold peaks of the Windwall Mountains they had forged bonds of friendship with others sharing their exile: The Griffons. These noble creatures had almost been driven to extinction during those times, hunted down by dragons or starving in the eternal snow. The humans shared their food with them and thus won their eternal friendship.

When the Age of Swords finally came, the humans fielded not only iron clad regiments, descending the slopes of the Windwall Mountains, but they also flew out, mounted on the backs of griffons, armed with the cold steel lances of the dragonslayers, which brought fear to the hearts of dragons. Thus it was that men and griffon alongside each other battled for their place on the plains and in the legends of Fiara.

Unit Category: Titan
Attack Rating: 5 - 11 at 110% speed
Armor Rating: 250
Abilities: Aura of Fast Fighting
Requirements: Great Headquarters
Upgrades: Powerful Titan - Improves the power and allows recruitment after death again.
Recruitment Costs: 500 Iron, 300 Aria
Blood Hound

Blood Hound

These dogs hunted the scouts of the orcs along Nortander's borders, they picked up the scent of assassins of the Norcaine dark elves in the east of the Highmark and they often were the last line of defense, with their teeth barred, between their wounded master and an overpowering enemy. One their own there is little a bloodhound can do, but in a pack they can be the downfall of any armored warrior. And even when the world drowns in darkness and all hope disappears, these creatures will never leave their masters side.
Unit Category: Swarm Unit (SotP)
Attack Rating: 8 - 10 at 100% speed
Armor Rating: 50
Abilities: None
Requirements: Dog Kennels
Upgrades: None
Recruitment Costs: 60 Food (for 10 units)
Star Mage

Star Mage

It is not just the magic of healing and strengthening that is taught at the large star monasteries of Aonir. There are also secret schools of the magic of starlight which can only be mastered by the high priests. They collect the light of their far-off god through the stars at night and combine it to form destructive lightning used against their enemies fortresses. The star magicians are proof that light can also bring destruction once its anger has been awakened.
Unit Category: Siege Unit (SotP)
Attack Rating: 8 - 15 at 100% speed
Armor Rating: 100
Abilities: Siege Lightning - Attacks enemy buildings from distance.
Requirements: Star Monastery
Upgrades: None
Recruitment Costs: 140 Iron, 120 Aria

Buildings

To create a good army, a good base is required first. See below what buildings the humans have to do so.

Headquarters

SF1BuildingHuman019 Small Headquarters
Unlocks some advanced buildings and allows size increase of light rune armies to 30 units.
SF1BuildingHuman012 Medium Headquarters
Unlocks some elite buildings and allows size increase of light rune armies to 50 units.
SF1BuildingHuman016 Large Headquarters
Allows the training of the Griffon Rider and allows size increase of light rune armies to 80 units.

Resources

SF1BuildingHuman001 Woodcutter's Hut
Gathers wood from nearby forests.
SF1BuildingHuman002 Quarry
Gathers stone from nearby stone deposits.
SF1BuildingHuman003 Mine
Gathers iron from nearby iron deposits.
SF1BuildingHuman024 Smelting Works
Refines iron and doubles the amount of iron gathered.
SF1BuildingHuman022 Sawmill
Refines wood and doubles the amount of wood gathered.
SF1BuildingHuman005 Hunting Lodge
Gathers food from nearby wildlife creatures.
SF1BuildingHuman004 Fisher's Hut
Gathers food from nearby fishes.
SF1BuildingHuman007 Fishing Guild
Gathers food from nearby fishes very fast.
SF1BuildingHuman006 Cattle Breeding
Produces food constantly but slowly.
SF1BuildingHuman020 Grain Farm
Produces much food by first sowing and harvesting some time later.
SF1BuildingHuman023 Food Store
Refines food and doubles food gained. Unlocks mana and health regeneration for human units.
SF1BuildingHuman021 Aria Shrine
Gathers aria from nearby aria springs.

Military

SF1BuildingHuman018 Crossbow Tower
Passively shoots arrows at nearby enemies.
SF1BuildingHuman011 White Hand
Passively applies healing on nearby wounded allies.
SF1BuildingHuman008 Forge
Allows the training of human warriors.
SF1BuildingHuman009 Temple of Light
Allows the training of human magic-based units. Researches Path of Light upgrade.
SF1BuildingHuman010 Shooting Range
Unlocks the Marksman and researches his upgrade.
SF1BuildingHuman013 Master Armory
Unlocks the Armsman and the Paladin. Researches Fire Blessing upgrade.
SF1BuildingHuman014 Academy
Unlocks the Enchanter and the Mentalist and researches both units' upgrades.
SF1BuildingHuman017 Dog Kennels (SotP)
Quickly creates Blood Hound units to a maximum of 10 units at a time.
SF1BuildingHuman015 Star Monastery (SotP)
Produces the Star Mage unit.

Passive

As all races the humans do have passive ability. At night they have greatly decreased eyesight and lower stats which results in lower attack strength and durability. This disadvantage can be compensated by either using the fire magic spell Illuminate or by delaying the fights to day-time. Also the torches in the human camps are able to illuminate the area as well so defending a camp at night will not prove a problem.

Stats

The human units do have their base stats such as damage and armor. However their attributes are not static but instead scale with the units level.

See below how the attributes are changed for humans when leveling up:

  • Strength: 25 + 1 X lvl
  • Stamina: 25 + 1 X lvl
  • Dexterity: 25 + 1 X lvl
  • Agility: 25 + 1 X lvl
  • Intelligence: 25 + 1 X lvl
  • Wisdom: 25 + 1 X lvl
  • Charisma: 25 + 1 X lvl
  • Fire Resistance: 20 + 1 X lvl
  • Ice Resistance: 20 + 1 X lvl
  • Black Resistance: 30 + 1 X lvl
  • Mind Resistance: 30 + 1 X lvl

Media

Rendered images taken and slightly adapted from the official SpellForce site.

Author's Note

  • All entries with (SotP) are only available with the Shadow of the Phoenix installed and while playing in the Shadow of the Phoenix Campaign or the Free Game.


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