Tech Units

 
Combat Engineer 28  22      Health: 290 / 8
12 Morale: 40
Damage: Normal Rate: 100%
Requires: Quarry
Combat Engineers are the elite of the engineering units.  They are specially trained to build quickly, and destroy enemy defenses even faster.

Siege Bonus: Increases attacks against buildings by +10.
Recon: Increases the company's visual range to 115% of normal. (MP)
Rapid Entrenching: Decreases the company's time to entrench to 80% of normal. (MP)
 


Mercenary 26  20      Health: 260 / 10
7 Morale: 25
Damage: Normal Rate: 100%
Requires: Bank

The Mercenary is a fast and deadly rogue infantryman who works for the Ceyah simply because they pay good money.  They are not known for having high morale and their mercenary status disqualifies them from sharing the benefits of discovered technologies.


Pikeman 22  14  20      Health: 200 / 10
4 Morale: 40
Damage: Normal Rate: 100%
Requires: Barracks, non-Ceyah

The Pikeman wields an eight-foot-long pike in combat, wears heavier armor and is trained to withstand the charge of any enemy.  They are the masters of defense, able to entrench quickly and withstand powerful attacks.

Cavalry Foe: Increases attacks against cavalry elements by +5.
Dominion: Increases the company's zone of control to 120% of normal. (MP)
 

High Priest 10  16      Health: 125 / 10
25 Mana: 60 / 5
Damage: Normal Rate: 100%
Requires: Temple, Library, non-Ceyah

Channeling the power of the Creator, the High Priest is a formidable foe to those that serve the Nightbringer.  The High Priests have discovered secret prayers to bind their foes in rays of shimmering gold light.  Combined with prayers that keep their troops morale steady, they can be powerful allies of the Creator.

Courage: Blesses the company with a burst of courage, increasing their morale.
Morale Loss .5 / Duration 30 / Mana 35 / Morale 5 / Range 10 (S)

Heaven's Cage: The caster channels the strength of the Creator to bind his opponents while inflicting intense pain.
Mana: 50 / Damage: 60 / Range: 10 / Area: 1 / Morale: -1 / Duration: 8 /
Paralyze Bonus = 1 / DV vs. ALL = -4
(S)

Unholy Resistant: Decreases damage taken from unholy attacks to 50% of normal. (MP)
Shadowbane: Increases attacks against shadow elements by +3. (MP)
 


Khaldunite Golem 30  12  12      Health: 300 / 10
25 Mana: 60 / 3
Damage: Khaldunite Rate: 100%
Requires:

Harnessed and bound by mages of great power, the mindless Khaldunite Golems serve their current master only as well as the master can command it.  Beings of immense destructive power, the Golems consume stone and mana at an alarming rate.  Because of this, and because of the power needed to harness them their appearance on the battlefield is rare.

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)

Range Resistant: Decreases damage taken from range attacks to 50% of normal.
Magic Resistant: Decreases damage taken from magic attacks to 50% of normal.
Spell Immunity: Element is immune to the effects of enchantment spells.

 


Pioneer 18  24      Health: 375 / 10
15 Morale: 30
Damage: Normal Rate: 100%
Requires:

Pioneers are elite settlers, better trained and more prepared to settle in hostile areas.  They can build faster and defend themselves better than normal settlers.

Siege Bonus: Increases attacks against buildings by +10.
Quicker Recovery: Increases rate at which elements are resupplied to 125% of normal. (MP)
 

Slaanri Champion 28  16  18      Health: 275 / 20
10 Mana: 50 / 3
  Morale: 50
Damage: Normal Rate: 100%
Requires:

Wielding great forked spears with wild abandon, the Slaanri Champion stands as the strongest and deadliest of all Slaanri warriors.

Poison Spit: Sprays a stream of sticky, poisonous spittle at the target.
AV –8 / Move .5 / Dam 10 / Dur 15 / Mana 40 / Range 6 (S)
 

Slaanri Slaver 24  10  20      Health: 100 / 20
12 Mana: 65 / 4
  Morale: 50
Damage: Normal Rate: 100%
Requires: Barracks, Temple, Slaan

Former Mystics twisted by the evil influence of Hss'Rak, the Slaanri Slavers live to do their master's bidding.  The Slavers can poison their foes with a cloud of noxious fumes while calling forth a horde of enslaved Slaan.

Poison Cloud:  A cloud of noxious fumes rises up, engulfing the unfortunate targets of the spell.  Affected targets are weakened and move slower than normal.
Mana: 30 / Range: 10 / Area: 3 / Duration: 30 / AV vs. ALL = -3 / Movement = 75% / Reload Time = 115% (S)

Summon Slaan:  Summons forth a savage group of enslaved Slaan to fight the slaver's enemies.
Mana: 55 / Range: 10 / Duration: 60 / Unit Type: Slaan / Company Size: 3 (S)

Bloodlust: Increases attacks against routed elements by +2. (MP)
 


Sorcerer 24  18      Health: 125 / 4
22 Mana: 60 / 5
Damage: Magic Rate: 85%
Requires: Mage College, non-Ceyah

Able to freeze opponents and protect himself with a shield of pure ice, the reclusive Sorcerer has mastered the elements of snow and ice.

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)

Arctic Blast:  A concussive blast of arctic air that freezes all targets within range.
Mana: 45 / Damage: 25 / Range: 10 / Area: 1.5 / Duration: 6 / Paralyze Bonus = 1 (S)

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


Technology Units from K:IS

Infantry
Cavalry Archers Specialty Mages & Priests
Bone Reaver
Elite Guard
Rhaksha Slave
Slaan Champion
Cavalier
Void Beast
 
Elite Archer Avatar
Golems
Pathfinder
 
Archmage
Conjuror
Devout
Enchanter
Lich
Warlock

Technology Unit  values reflect v1.3.5AG

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