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
6
22
Health: 140 / 4
1
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
8
32
Health:
240 / 12
2
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
1
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
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)