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
8
20
Health: 260 / 10
1
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
1
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
8
16
Health:
125 / 10
1
2
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
3
3
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
4
24
Health:
375 / 10
1
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
2
2
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
1
1
2
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
6
18
Health:
125 /
4
3
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)