Field Marshal

Field Marshal is a minigame that determines the player's skill on commanding. It involves two players battling each other with a arsenal of soldiers to help them in their conquest. One player be in a castle and will have to defend it with use of mounted cannons, catapults and soldiers, the defensive player wins if the attackers troops are defeated. The opposing player will have to attack the castle and kill all the guards inside it, using Infantry towers, Battering rams, Ballistae etc. The attacker wins once all the guards in the castle are defeated. Similar to Conquest and Mobilising Armies, this game does not involve the player's avatar.

Units
Units can be brought as the game's reward. To start with players will have access to Militia guards and Scouts.

Militia guard

 * Unit cost: Free
 * Movement: 5 Squares
 * Strength: 100 damage
 * Lifepoints: 600
 * Abilities: None
 * Weakness: Magic, Melee
 * Range: 1
 * Limit: None

Scout

 * Unit cost: Free
 * Movement: 6 squares
 * Strength: 50
 * Lifepoints: 400
 * Abilities: None
 * Weakness: Ranged, Magic, Melee
 * Range: 1
 * Limit: None

Archer

 * Unit cost: 50 Marshal points
 * Movement: 4 Squares
 * Strength: 300
 * Lifepoints: 650
 * Abilities: None
 * Weakness: Melee
 * Range: 6
 * Limit: None

Mage

 * Unit cost: 50 Marshal points
 * Movements: 4 Squares
 * Strength: 500
 * Lifepoints: 500
 * Abilities: None
 * Weakness: Ranged
 * Range: 4
 * Limits: None

Assassin

 * Unit cost: 150 Marshal points
 * Movement: 8 Squares
 * Strength: 400
 * Lifepoints: 500
 * Abilities: Assassinate (Instantly kills a unit with Lifepoints below 500, can only be used twice in-game)
 * Limits: 4

Elite Knight

 * Unit cost: 200 Marshal points
 * Movement: 5 Squares
 * Strength: 800
 * Lifepoints: 1000
 * Abilities: Powerslash (deals extra 200 damage on Rangers. Can only be used twice in-game)
 * Weakness: Magic
 * Range: 1
 * Limits: 3 

Elite Marksman

 * Unit cost: 250 Marshal points
 * Movement: 4 Squares
 * Strength: 680
 * Lifepoints: 700
 * Abilities: Rapid accuracy (deals 2 extra shots on Mages. Can only be used twice in-game)
 * Weakness: Melee
 * Range: 6
 * Limits: 3

Elite Mage

 * Unit cost: 250 Marshal points
 * Movement: 4 Squares
 * Strength: 850
 * Lifepoints: 800
 * Abilities: Seer's Rage (Damage increases by 200 Lifepoints on Melee guards. Can only be used twice in-game)
 * Weakness: Ranged
 * Range: 4
 * Limits: 3

Priest of Divine

 * Unit cost: 300 Marshal points
 * Movement: 5 Squares
 * Strength: 50
 * Lifepoints: 500
 * Abilities: Healing Aura (Heals units at 3x3 Square by 100 LP)
 * Weakness: Melee, Ranged, Magic
 * Limits: 2

Commander

 * Unit cost: 750 Marshal points
 * Movement: 3 Squares
 * Strength: 900
 * Lifepoints: 2000
 * Abilities: Devout (Sacrifices 250 Lifepoints for increased accuracy, damage and Movement speed for 3 rounds, can only be used once)
 * Limits: 1