Recruitment
New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with clan rank.
A candidate's price is built from two parts. First a level component that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a handling surcharge for each inscription the candidate already carries, priced by rarity:
- Common inscription: +200 gold
- Uncommon inscription: +400 gold
- Rare inscription: +800 gold
- Legendary inscription: +2,000 gold
The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a talent spread whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.
Which race appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.
Key numbers
| Candidate refresh | Every 480 in-game minutes |
| Level price | About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing |
| Inscription handling surcharge | Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold |
| Candidate talent sum | Tiers sum to about 2-5 across the six stats |
| Race weights | Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0 |
| Inspection | Inspecting a candidate reveals hidden talents before you buy |