Royalist Units

 
Celebrant 12  22      Health: 125 / 4
2 35 Mana: 60 / 4
Damage: Normal Rate: 100%
Requires: Blacksmith, Library, Eternal Path
The Celebrant hails from an ancient splinter sect of the Royalist priesthood.  Acting as Elite Priests for the Royalist faction, they are able to throw holy energy at their opponents, as well as protect their charges in a sheath of divine light.

Armor of Light: This Holy spell sheaths the caster's company in the protective light of the Creator, rendering all but the most powerful attacks useless.
Mana: 35 / Range: 10 / Duration: 60 / DV vs. ALL = +7 (S)

Shower of Light: The caster showers a large area with a blinding light that causes all those who see it to suffer pain and confusion.
Mana: 35 / Damage: 25 / Range: 10 / Area: 3 (S)

Attack Bonus: Increases attacks by +3. (MP)
Holy Attacks: Element inflicts +3 additional damage with melee attacks to creatures of shadow. (MP)
 


Elementalist 36  22      Health: 140 / 4
3 40 Mana: 60 / 5
Damage: Magic Rate: 85%
Requires: Barracks, Temple, Mage College

The Elementalist is from an order of mages that have plumbed the depths of ancient knowledge and come up with what may be the most powerful spell known to man.  Capable of calling down the stars of the night sky to strike at her enemies, the Elementalist serves as the Elite Mage for the Royalists.  Few can match her raw destructive power.

Ice Armor: Churning winds and stinging cold wrap themselves around the mage, protecting the mage from enemies.
Mana: 30 / Duration: 60 / Range: 10 / Reverse Damage = +20 / DV vs. Archer = +12 (PS)

Meteor: Flaming hunks of molten rock stream out of the sky, raining fire and destruction on their enemies.
Mana: 40 / Damage: 50 / Range: 10 / Area: 2 (S)

Magic Resistant: Decreases damage taken from magic attacks to 60% of normal. (MP)
 


Horse Archer 28  18  32      Health: 240 / 12
8 Morale: 35
Damage: Normal / Normal Rate: 50% / 100%
Requires: Woodmill, Barracks

The horse archer is a medium cavalry unit that blends the speed of the scout with the firepower of the bowman.  This makes them very versatile units, good for both scouting and hit and run tactics.

Siege Penalty: Decreases attacks against buildings by -20.
 


Lancer
20  10  28      Health: 260 / 12
7 Morale: 35
Damage: Normal Rate: 100%
Requires: Blacksmith

Fast and light, the Lancer serves as the first-strike force for the Royalist armies.  Lightly armored and armed with a broad-bladed short lance, the Lancer is effective against both mounted and foot soldiers.

Cavalry Resistant: +2 DV bonus against cavalry elements.
 

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)

Royal Units from K:IS

Infantry
Cavalry Archers Specialty Support Mages & Priests
Footman
Grenadier
Infantry
 
Cavalier
Dragoon
Scout
 
Bowmen Engineer
Settler
Paladin
Ranger
Battle Priest
Cleric
Magician
Sorceress

Royalist values reflect v1.3.7AG

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