Disciples are a fanatic sect of temple
warriors dedicated to the will of the church. They are fearless and
quick on their feet, but lack the defensive armor of other warriors.
To make up for this they wear Khaldunite infused gauntlets enabling them
to inflict Khaldunite damage upon their enemies.
Shadowbane:
Increases attacks against shadow elements by +2.
Magic Resistant:
Decreases damage taken from magic attacks to
65% of normal. (MP)
Fanatic
12
8
22
Health:
125 / 4
2
2
35
Mana:
60 /
4
Damage:
Normal
Rate: 100%
Requires:
Blacksmith, Library, Nightbringer
Always going a step
further than the Zealots, the Fanatics are a caste of Elite Priests that
research magic arts from the First Cycle. Their spells center
around the fear of combat, forcing foes to rout while their troops fight
on. Wholly dedicated to the Nationalist cause, they are more than
willing to lay down their lives and those of their companions to further
their aims.
Berzerker's Rage:
Mystical energies fill the minds of the
caster's troops increasing their attacks and removing their fear of
death. Mana: 35 /
Duration: 30 / Range: 10
/ Morale: 5 / Morale Loss Rate Bonus = .01 / AV vs. ALL = +3 / Reload Time
Bonus = 85%
(S)
Terrify:
This horrible spell preys on the minds of all within
its range causing its targets to suffer frightening hallucinations. Mana: 40 /
Damage: 10 / Range: 10 /
Area: 2 / Morale: -1
(S)
Bloodlust:
Increases attacks against routed elements by +3 (MP)
Quicker Recovery:
Increases rate at which elements are resupplied
to 110% of normal. (MP)
Invoker
38
6
22
Health:
140 / 4
1
3
40
Mana:
60 /
4
Damage:
Magic
Rate: 85%
Requires:
Barracks, Temple, Astrology Hall
Capable of sheathing
their entire company in curtains of flame, the Invoker's power is
terrible to behold. Nothing can stand against their troops for
very long. The Invoker serves as the Elite Mage for the
Nationalists.
Shields of Flame:
Wreaths the caster's comrades in mystic flames,
making it painfully difficult for the enemy to engage them in melee. Mana: 45 / Duration: 30 / Range: 10 / Reverse
Damage = +12 / Damage Taken From Non-Magic = 80%
(S)
Mystic Barrier:
Protects the mage from all attacks with a field of
mystic energy. 1/4 damage from ranged/magic /
Dur 60 / Mana 25
(PS)
Recon: Increases the company's
visual range to 120% of normal. (MP)
Maelstrom
Engine
25
25
2
12
Health:
250 / 4
2
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)