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

Move beyond recruits with our complete guide to Veteran Barracks in The King is Watching. This guide covers Druids, Goose Riders, Musketeers, and more, with full stats, costs, and strategic advice.

A Complete Guide to All Veteran Barracks

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

This guide does not yet cover all the veterans in the game, as I still need to unlock most of them. As soon as I do, I’ll add them to the guide (or you can send me screenshots, and I’ll add them that way).

Veterans are far more interesting than recruits and, as a rule, form the backbone of your squad.

(Not: Metnin orijinalinde ilk birliğin adı ve açıklaması eksikti. Okunabilirlik için aşağıdaki gibi düzenlenmiştir.)

Centaur Camp

Each Centaur on the battlefield gives flyers a 5% chance to poison enemies. It costs 50 gold, 120 wood, and 100 flour to build. It produces one creature for 25 flour every 15 seconds and can hold 4 creatures. Improvements:

  1. Fairy Damage: Increases damage to fairies by 100%.
  2. Centaur Health: Increases their health by 100.
  3. Spell Damage Boost: Passively increases spell damage by 10%.

Explosive Wagon Factory

I ruined about three games because of these on the third boss. They seemed incredibly powerful until the very end, but they are extremely useless against bosses. The wagons are disposable; as soon as they reach enemies, they explode, and that’s it. You would need to produce them on such a massive scale that they are leaving the kingdom 24/7. However, the wagons are fantastic against a crowd in a regular wave. One to three wagons can easily clear waves of trash enemies. I don’t recommend taking them against bosses or numerous ranged enemies, as they will be destroyed before they can reach their target. It costs 160 wood and 45 iron ingots to build. It produces 1 wagon for 30 ore and 20 wood in 20 seconds, with a capacity of 3 wagons. Wagons have 250 health and 200 damage. Improvements:

  1. Explosion Radius: Expands the radius by 50%.
  2. Explosion Damage: Increases explosion damage by 70%.
  3. Cheaper Production: Reduces the cost of recruitment by 40%.

Druids of the Badger Camp

This and the next two buildings are essentially the same. These fighters are versatile. Initially, it recruits druids who are fragile and weak but have a ranged attack. If they survive for 20 seconds during a fight, they transform into badgers, which have much more health and damage and attack at close range (they revert to druids after the fight). Druids have 16 damage and 100 health. The building costs 15 wheat, 200 wood, and 50 ore. It produces 1 druid for 50 wood in 10 seconds, with a capacity of 3. They belong to the Warrior and Spellcaster classes. This is an extremely good building; if your tanks start to die, these druids will transform and help absorb damage. As ranged units, however, they are less effective. They give +10% damage to RANGED units for each druid on the battlefield (maximum 100%). Improvements:

  1. Cheaper Production: Reduces the cost of recruitment by 40%.
  2. Health: Increases the health of druids by 100%.

Druids of the Owl Camp

The situation is the same as with the badger druids. The cost of construction is 200 grapes, 50 wood, and 40 wine. It recruits 1 druid for 10 wheat and 40 grapes in 15 seconds, with a capacity of 2. These are more expensive but are also much stronger in their animal form. They belong to the Warrior and Spellcaster classes and give +20% damage to FLYERS for each druid on the battlefield (maximum 100%). They need to survive 19 seconds in battle to transform. They have 100 health and 20 damage. Improvements:

  1. Capacity: Increases their capacity by 2.
  2. Hermit’s Drink: Gives 40 wine after recruiting a druid.

Druids of the Bear Camp

These are the last of the druid types and, in my opinion, the strongest, especially if you have a strong iron economy. The cost of construction is 250 iron ore. It produces 1 druid for 40 ore in 5 seconds, with a capacity of 1. Like the others, it attacks from a distance first, then transforms into a bear after 25 seconds of combat. They give +20% damage to RIDERS for each druid on the battlefield (maximum 100%). They have a massive 290 health and 43 damage. Improvements:

  1. Damage: Increases damage to druids by 100%.
  2. Health: Increases their health by 100%.

Hive

At the moment I’m writing this guide, these are the weakest veterans. They die very quickly, but I was able to pass the 2nd threat level with them by spamming bees and archers. It costs 150 wheat and 200 grapes to build. It produces 1 bee for 50 grapes in 10 seconds, with a capacity of 4. They give +10% damage to CHAMPIONS for each bumblebee on the battlefield (max 100%). They have 400 health and 11 damage and belong to the Warrior and Flyer classes. I highly recommend taking Champions with them to maximize this damage bonus. Improvements:

  1. Capacity: Increases the capacity of the hive by 2.
  2. Sting Attack: Bumblebees poison enemies, dealing 30 units of continuous damage.

Shooting Range

My favorite among the veterans. They have an insane range and can literally shoot at enemies from the other end of the map. It often happened that my frontline warriors died, but the enemies perished while trying to close the distance to the musketeers. The building costs 40 wine, 50 ore, and 150 wood. It recruits 1 musketeer for 60 wheat and 8 ore in 10 seconds, with a capacity of 2. They give +10% attack speed to CHAMPIONS (max 100%). They have 120 health and 19 damage. Improvements:

  1. Critical Shots: Musketeers have a 10% chance to deal 500% more damage.
  2. Capacity: Increases their capacity by 2.
  3. Cheaper Production: Reduces the cost of recruitment by 40%.

Goose Training Camp

In my opinion, these are the best riders in the game. These guys are extremely versatile, with low health (240) but acceptable damage (38). They cause a real fuss in the thick of enemies, running back and forth. They can also be turned into Goose Hydras later on. The building costs 100 grapes, 100 wood, and 150 wheat. If there are at least 5 goose riders on the battlefield, they impose powerlessness on enemies with each attack. It produces 1 fighter for 50 wheat in 8 seconds, with a capacity of 2. They belong to the Champion and Rider classes. Improvements:

  1. Capacity: Increases it by 1.
  2. Damage: Increases damage to geese by 60%.
  3. Cheaper: Reduces the cost of recruitment by 50%.

Academy of Nature

Another strong unit. This building recruits spellcasters who heal your army, both during battle and in peacetime. It costs 120 crystals, 55 iron ingots, and 120 wood to build. It recruits 1 healer for 55 wheat in 15 seconds, with a capacity of 3. You won’t notice much from a single healer, but once you have at least six of them, your units become catastrophically tough. They give +5% health to SPELLCASTERS for each healer (maximum 100%). They have 70 health and 19 healing, with no damage output. Improvements:

  1. Capacity: Increases it by 1 healer.
  2. Strong Healing: Increases healing by 25%.

Veterans Barracks Part 2

Worm Riders

With only 160 health and 34 damage, these units are killed very quickly. Their main advantage is that they start underground, making them invisible to enemies. They have an interesting mechanic where they surface in the enemy’s rear, digging up behind them. They are effective against waves of tanks and riflemen. The building costs 60 gold, 100 wood, and 100 wheat. It produces 1 worm for 40 wheat in 8 seconds, with a capacity of 3. They give +5% health to CHAMPIONS for each worm on the battlefield (maximum 100%). Improvements:

  1. Children of the Desert: Appearing from underground, worm riders deal 100 damage around themselves.
  2. Damage: Increases damage to worms by 50%.
  3. Capacity: Increases their capacity by 2.

Pumpkin Field

These are the cheapest veterans. You shouldn’t count on them too much; they are taken out very quickly and don’t hit very hard (200 health, 17 damage). However, they only require water, which is very nice. The building costs 500 water and recruits 1 pumpkin warrior for 50 water in 15 seconds, with a capacity of 4. They give +10% damage to RIDERS for each pumpkin on the battlefield (maximum 100%). Improvements:

  1. Capacity: Increases the capacity of pumpkins by 3.
  2. Health and Damage: Increases damage and health of pumpkins by 30%.

Mushroom Settlement

These are cool, average tanks. There’s nothing particularly special to say other than they are good mini-tanks that do their job. However, they are expensive (I prefer the pumpkins). The building costs 100 crystals, 40 wood, and 100 grapes. It recruits 1 mushroom for 25 crystals and 25 grapes in 8 seconds, with a capacity of 4. The improvements are unclear—it’s not specified if resources are returned upon production or death, or if productivity is for all buildings or just this one. Hopefully, the descriptions will be fixed in the future. Improvements:

  1. Health: Increases the health of mushrooms by 50%.
  2. Rich Mycelium: 40% chance to return resources.
  3. Production Speed: Increases productivity by 100%.

Royal Archers’ Camp

Good damage and decent range. If you upgrade these archers, their shots become VERY painful. The building costs 50 ingots and 200 gold. It produces 1 archer for 20 wheat and 30 gold in 15 seconds, with a capacity of 3. They give +3% attack speed to ARCHERS for each archer on the battlefield (max 30%). They have 120 health and 25 damage. Improvements:

  1. Damage: Increases their damage by 100%.
  2. Burning Arrows: Archers set enemies on fire, dealing 20 units of continuous damage.
  3. Capacity: Increases their capacity by 2.

Stables

Another average unit. No rider can compare with the Goose Riders. The building costs 80 grapes, 120 wheat, and 120 wood. It produces 1 horse rider for 25 wheat and 25 grapes in 15 seconds, with a capacity of 3. They have 200 health and 38 damage. They also provide +10% productivity to the Winery for each rider on the battlefield. Improvements:

  1. Health: Increases their health by 40%.
  2. Capacity: Increases capacity by 1.
  3. Survivor: If the rider’s horse dies, he continues to fight without it.

Fire Academy

Another incredibly powerful unit. It recruits 1 fire mage for 50 wheat in 15 seconds, with a capacity of 3. The building costs 130 wood, 55 ingots, and 100 gold. They hit very hard and belong to both the Spellcaster and Archer classes. They give +5% damage to SPELLCASTERS for each fire mage on the battlefield (maximum 50%). They have 70 health and 29 damage. Improvements:

  1. Burn: Fireballs set enemies on fire, causing 6 units of continuous damage.
  2. Damage: Increases their damage by 50%.
  3. Capacity: Increases it by 2.

Falcon Camp

This is the last powerhouse unit I’ve unlocked. It recruits 1 “Guts” (Black Swordsman) for 20 wheat in 10 seconds, with a capacity of 1. The building costs 150 iron ingots. These are very durable fighters; often, a single one can survive through the third boss with proper play. They belong to the Champion and Warrior classes and give +50% attack speed to recruits if a Black Swordsman is on the battlefield. They have 380 health and 42 damage. Improvements:

  1. Mentoring: Increases recruits’ health by 100% if “Guts” is on the battlefield.
  2. Attack Range: Increases the Black Swordsmen’s attack range.
  3. Health: Increases the Black Swordsmen’s health by 200%.

That’s all for the veterans for now. If you have any more veterans that I haven’t shown here, please send me screenshots or write in the comments!

By Just Mikael

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