Spies
The eyes and ears of your realm: spies scout foreign castles and protect your own from prying eyes.

Spies are the only troops that can spy. If you send nothing but spies, the attack becomes a spy attack. If your spies prevail against the defender's spies, you receive a report on troops, buildings and more; if they lose, you learn nothing. The details are explained under Espionage.
At home, spies only defend against spy attacks: the more spies stand in a castle, the harder it is for a foreign spy. They are useless for regular battles and plundering – their attack is tiny, they carry almost nothing, and they are not allowed on wild animal hunts at all.
Strengths and weaknesses
- + Together with the Paladin, the fastest unit – your reports arrive early.
- – Expensive for a unit that does not fight, and two settlers per spy.
Weapon research in the laboratory
| Stage | Research | Bonus per stage | Stone | Wood | Ore | Research time | Requirements |
|---|---|---|---|---|---|---|---|
| 1 | Spy training | +4 attack, +1 defence | 2,880 | 4,608 | 3,024 | 3 h 20 min | Stables 1 Laboratory 1 |
| 2 | Spy with telescope | +4 attack, +1 defence | 5,760 | 9,216 | 6,048 | 6 h 40 min | Stables 5 Laboratory 5 |
| 3 | Camouflaged spy | +4 attack, +1 defence | 23,040 | 36,864 | 24,192 | 10 h | Stables 10 Laboratory 10 |
Each stage is researched once per castle and adds its bonus to every unit of this type in that castle. Choose your laboratory level and world above and the research times adjust.