Nationalist Units

 
Disciple 50  30  22      Health: 280 / 11
1 9 Morale: 50
Damage: Khaldunite / Khaldunite Rate: 75% / 100%
Requires: Barracks, Temple
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  22      Health: 125 / 4
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  22      Health: 140 / 4
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  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)

Nationalist Units from K:IS

Infantry
Cavalry Archers Specialty Support Mages & Priests
Footman
Elite Guard
Grenadier
Infantry
 
Dragoon
Scout
 
Bowmen
 
Engineer
Settler
Paladin
Ranger
Cleric
Magician
Summoner
Zealot

Nationalist values reflect v1.3.7AG

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