Council Units

 
Crossbowman 54  20  10  16      Health: 190 / 8
1 9 Morale: 35
Damage: Normal / Normal Rate: 25% / 100%
Requires: Woodmill, Barracks
Crossbowmen are slow, heavy archer units equipped with powerful crossbows.  They fire less often, but the crossbow quarrels they fire deal greater damage.  To compensate for their slow rate of fire, the crossbowmen wear heavier armor and wield better weapons to defend themselves in close melee.

Siege Penalty: Decreases attacks against buildings by -20.
 


Maelstrom
Engine
25  25  12      Health: 250 / 4
2 30  
Damage: Khaldunite (Area 3) / Khaldunite Rate: 37%/50%
Requires: Woodmill, Library

The Maelstrom Engine is the ultimate mystical weapon of destruction.  Surrounded by a field of deadly energy, the Maelstrom Engine is capable of directing immense blasts of pure Khaldunite at the enemy, shattering walls and searing the ground with shadows of the vaporized.  Developed during the Third Age, these magic siege engines made it so that castle walls were no longer regarded as safe havens.

Reverse Damage: Inflicts +5 damage to enemies when they attack element in melee.
Siege Bonus: Increases attacks against buildings by +150.
Dominion: Increases the company's zone of control to 125% of normal. (MP)

Oracle 12  22      Health: 125 / 4
2 35 Mana: 60 / 4
Damage: Normal Rate: 100%
Requires: Blacksmith, Library, Light of Faith (Tech Unit)

Blessed with incredible powers of healing, the Oracle serves as the Elite Priest for an ancient but little-known sect of the Council priesthood.

Restoration: The healing power of the Creator cleanses the soul and heals all touched by it.
Heal: 35 / Mana: 40 / Range: 10 / Morale: 5 (S)

Invigorate: Healing energies are used to deaden pain and infuse the target with increased vigor.
Heal: 10 / Mana: 35 / Range: 10 / Duration: 60 / Morale: 1 / Hit Point Bonus = 140% (S)

Unholy Resistant: Decreases damage from unholy attacks to 50% of normal. (MP)
Quicker Recovery:  Increases rate at which elements are resupplied to 120% of normal. (MP)

 


Storm Lord 36  22     Health: 140 / 4
3 40 Mana: 60 / 5
Damage: Magic Rate: 85%
Requires: Barracks, Temple, Wizard's Tower

The Storm Lords are a small group of elite mages that serve the Council in their war against the Ceyah Kohan.  The Storm Lords have learned to harness the power of the skies and can control multiple strikes of lightning at once.

Storm Armor: A crackling aura of thunder and lightning is summoned forth to protect the mage from enemies.
Mana: 30 / Duration: 60  / DV vs. ALL = +6 / AV vs. ALL = +6 / Reverse Damage = +16 (PS)

Chain Lightning: A blast of powerful lightning that leaps from target to target.  Each blast gets progressively weaker until the lightning is too weak to do any further harm.
Mana: 45 / Damage: 110 / Range: 10 / Morale: -25% (S)

Archer Resistant: +8 DV bonus against archer elements. (MP)
 


Council Units from K:IS

Infantry
Cavalry Archers Specialty Support Mages & Priests
Footman
Grenadier
Infantry
 
Dragoon
Scout
 
Bowmen
Elite Bowman
Engineer
Settler
Paladin
Ranger
Channeler
Cleric
Magician
Wizard

Council values reflect v1.3.7AG

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