The King is Watching – A Complete Guide to All Recruit Barracks

Your complete guide to all Recruit Barracks in The King is Watching. From Peasants and Skeletons to Assassins and Crossbowmen, learn the costs, stats, and strategies for every starting unit.

A Complete Guide to All Recruit Barracks

The King is Watching: A Complete Guide to All Recruit Barracks

Recruit Barracks are the initial troops. Most of them are just cannon fodder for the beginning of the game. Already on the 2nd boss they will all die like flies, but among them there are interesting warriors with whom you can go through 3 bosses. Here I will tell you a little more about the soldiers.

Hut

With the help of the hut you can train ordinary and very cheap homeless people. It may seem that these are the worst soldiers – and so they are. However, with them you can generally reach the 2nd boss without any effort and even go through it, if you have with you as many spells as possible for healing, immortality or just stunning spells for the boss. In this case, ordinary workers will simply extinguish even a dragon in a crowd. And if you play through King Baldwin, then you can also spam these peasants with pitchforks every 100 seconds for 30 water. However, after the 2nd boss, it will be hard to call the peasants even cannon fodder… After all, as soon as the enemies breathe on them, they die immediately. The cost of construction is 40 wood and 40 wheat. Productivity is 1 peasant in 8 seconds. Training per peasant will cost 8 wheat. The capacity of the hut is 4 peasants. The peasant has little health – 35, damage is acceptable – 10. It has a good feature – + 1% to the productivity of all buildings for each peasant on the battlefield. Improvements:

  1. Capacity – increases the capacity by 2.
  2. Insurance – gives 2 gold after the death of a peasant.

Bone quarry

THE cheapest troops to produce are skeletons. However, they have a problem, I have repeatedly had runs where the quarry simply did not drop. You can initially train peasants without any problems. But such cases were literally a couple of times, so I can safely say that skeletons are the best cannon fodder in the game. The cost of building is 40 wood and 40 wheat. Produces 1 skeleton per 12 seconds for 13 water. Capacity is 3 skeletons. Skeletons are literally a CROWD. The more of them, the more painful and strong they become. If you play through the bone quarry, then play UNTIL HARD. But even so, I lost on the second boss :). Put as many of them as possible, through necromancy, revive the corpses. The peculiarity of skeletons is +2% to damage and health of UNDEAD troops for each Skeleton on the battlefield. The skeleton initially has 45 health and 10 damage. Improvements:

  1. Warrior’s Inspiration – passively increases the damage and health of UNDEAD troops by 5%.
  2. Bone Meal – a 90% chance to get 5 flour after the death of a Skeleton.

Dwarven Dome

Honestly, I have no idea what the developers wanted to say with these gnomes. They are terribly weak and require GOLD for construction + production. I think this is too much for homeless people. I don’t even have much to say about them, because the same skeletons and peasants are many times cheaper and easier to build and produce. The cost of construction is 100 gold. Productivity is 1 gnome for 8 gold in 5 seconds. Capacity is 5 gnomes. The peculiarity of the gnomes is that they add 1 unit of morale for each gnome on the battlefield. They have little health for 100 gold and 8 gold for each craft – 30, damage 13. Improvements:

  1. Refund – gives 5 gold after the death of a gnome.
  2. Damage – increases the damage inflicted by gnomes by 100%.
  3. Capacity – increases capacity by 5. When I played gnomes, it was as if they were missing something… Maybe they lacked teamwork, so that in addition to morale they could somehow buff or be less susceptible to enemy magic…

Almshouse

Literally madmen. Some kind of mental hospital. Not a bad barracks, if you play through spellcasters or just to help with suction. You definitely don’t need to build a lot of them. The thing is that they are melee spellcasters, and their health is catastrophically low for fist fights. If you produce them en masse, they will be cracked like seeds. It is better to make a few of them (3 structures maximum), so that they help with suction. I also recommend having at least 3 madmen on the battlefield if you play through morale. The cost of construction is 100 wood, 45 clay, 20 wheat. Generates 1 Madman for 10 wheat and 10 clay every 10 seconds. Capacity of 3 Madmen. Madmen have 70 health and 10 damage. Their specialty is pretty good – +4/8/12 to morale for every 3/6/9 Madmen on the battlefield. Belong to the spellcaster class. Improvements:

  1. Alcohol-fueled games – Madmen intoxicate enemies on hit. Drunk enemies move slower and have difficulty following targets.
  2. Madman capacity – increases capacity by 2.
  3. Madman dodge – gives madmen a 35% chance to dodge. Madmen have a unique attack mechanic. They walk up to the enemy, smash their faces with a mug of light unfiltered beer and immediately run away. Their attacks inflict poisoning. If they slowed down their running speed, they would be great. They often reach the enemy before tanks and manage to get hit in the face/die.

Black Sheep Barn

The most unusual guys. When you produce them for the first time, they will literally be the main losers, because they do not attack enemies at all. However, even sheep have their secrets. The cost of construction is 60 crystals and 100 wheat. Produces 1 lamb for 10 wheat and 10 crystals in 15 seconds. Capacity of 2 lambs. Lambs have 25 health and 0 damage (they do not attack enemies). Belong to the class of spellcasters. They have a special feature – they give 3 units of morale for each lamb on the battlefield. Why do we need lambs? Do we really need to take up a whole slot with them to raise morale? It’s not that simple. Firstly, lambs can be sacrificed for more interesting things on other buildings. For example, the Sacrificial Stone kills 1 lamb and gives you one random spell, and in the Ram Pasture you can turn defenseless lambs into the biggest daredevils. Or you can just turn the lambs into dynamite during the game and blow up enemies. Improvements:

  1. Capacity – increases capacity by 2.
  2. Black powder – after death, the black lamb explodes, dealing 200 damage.
  3. Wool – each black lamb gives +2 to morale. I hope there will be more interaction with lambs in the future.

Slinger tree

I won’t say much about them here. For me, slingers are crossbowmen on the minimum. I haven’t played them much, because crossbowmen outshine them. The cost of construction is 80 iron ore and 50 wheat. Produces one slinger for 5 ore and 10 wheat in 15 seconds. Holds 4 slingers. Provides 2% to the health of all units for each slinger on the battlefield. Health 46, damage 8. Improvements:

  1. Slinger Capacity – increases capacity by 3.
  2. Heavy Stones – slingers have a 3% chance to stun the enemy for 1 second.
  3. Slinger Health – increases the health of slingers by 200%.

House of the Whippers

Natural supports. They do not attack enemies and are needed purely to buff your squad. For me, they are useless … After all, with their whips they speed up the attack and increase movement speed. In fact, you don’t feel these jokes at all … The cost of construction is 50 gold. Produces 1 whipper for 8 gold every 15 seconds. Capacity of 2 whippers. Have 60 units of health. Provide 3% to the damage of all units for each whipper on the battlefield. Improvements:

  1. Whippers’ Health – increases Whippers’ health by 400%.
  2. Whippers’ Capacity – increases capacity by 2. If they increased the squad’s damage at least a little with their whips, I think it would be more enjoyable to play them. But we have what we have.

Recruit Barracks Part 2

Since the Steam guides have a limit on the letters in the section, I had to break it up…

Hunter’s Lodge

If you had seen the draft of the guide… I initially trashed the hunters here, but once I went to 4 threat, I immediately noticed their effectiveness. They are very good at slowing down enemies who are rushing like crazy. Costs 100 wood and 50 wheat to build. Produces 1 hunter for 15 wheat and 5 wood every 15 seconds. Capacity – 2 hunters. Health 99 units, damage 3 units. Belong to the warrior and ranged class. Provides 10% attack speed to FLYER warriors for each hunter on the battlefield. Maximum increase is 100%. Improvements:

  1. Stinking Nets – Hunters poison enemies, dealing 10 units of continuous damage.
  2. Hunters’ Capacity – Increases capacity by 2.

Crossbowmen’s Barracks

My love… Along with assassins. How nice to see a whole army of crossbowmen firing arrows at 1 victim and how lightning fast they suck out health from the enemy. Crossbowmen are extremely fragile, it is better to make at least a couple of black swordsmen to help them. While the black swordsmen will endure, the crossbowmen will do all the work. The cost of construction is 100 wood, 30 gold and 30 iron ore. Produces 1 crossbowman for 10 wheat and 8 gold in 15 seconds. Capacity of 3 crossbowmen. Have 50 health and 13 damage. Belong to the shooter class. Give +4% to the health of WARRIOR-type troops for each crossbowman on the battlefield. Improvements:

  1. Precise shots – on the 5th attack, crossbowmen deal double damage.
  2. Crossbowmen Capacity – increases capacity by 2.
  3. Stunning Arrows – Crossbowmen stun enemies with full health for 2 seconds. When playing through crossbowmen, you will be protecting them, not the kingdom)

Swordsmen Barracks

Tanks for the beginning of the game. They withstand damage very well until the first boss, then they will die without healing spells like flies. Very strong until the first boss. Literally a couple of swordsmen can salt a bunch of waves while you are busy producing resources, but there are better alternatives than swordsmen. The cost of construction is 100 wood, 15 wheat and 50 iron ore. Produces 1 swordsman for 10 wheat and 8 ore in 10 seconds. Holds 4 swordsmen. Swordsmen health 80, damage 13. Class – warriors. Gives +2% to the damage dealt by Swordsmen for each Swordsman on the battlefield. Improvements:

  1. Swordsman Capacity – Increases capacity by 2.
  2. Swordsman Damage – Increases damage to swordsmen by 100%.

Militia Camp

The first good tanks. They cope with their role very well right up to the 2nd boss. Here is your alternative to swordsmen. They have 140 health and 7 damage. They do not need damage, because their task is to drag out time, while the real force smashes the faces of enemies from afar. And the more of them, the stronger they are. And the Mega Warrior upgrade will produce you a much fatter militiaman. The cost of construction is 120 wood, 30 wheat and 30 gold. Produces 1 militiaman for 12 wheat and 15 wood in 15 seconds. Holds 3 militiamen. Class – warriors. Gives +2% to the health of militiamen, for each militiaman on the battlefield. Improvements:

  1. Health of militiamen – increases their health by 50%.
  2. Capacity of militiamen – increases capacity by 2.
  3. Mega Warrior – creates a vigilante after recruiting 4 ordinary warriors.

Temple of Assassins

Here it is – the STANDARD of tanks among recruits. ONE assassin can hold enemies for a very, very long time without any effort, even in late waves. Costs 100 ore to build. Produces 1 assassin for 30 wheat and 10 ore every 15 seconds. Capacity – 1 assassin. The downsides are capacity, movement speed and lack of attachment to the warrior class. Health 190, damage 33. Gives +50% to health to all recruits for each assassin on the battlefield. Improvements:

  1. Damage from assassins – increases their damage by 100%
  2. Health of assassins – increases their health by 200%.
  3. Attack radius of assassins – increases their attack radius. That’s all with recruits. At the moment, these are ABSOLUTELY all the recruits in the game. We are waiting for updates and more new recruits.

By Just Mikael

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