Acolyte |
The Acolytes
serve the Nightbringer by acting as Elite Priests for the Ceyah Kohan. In
battle they are truly terrifying, able to suck the will to fight right out
of their opponents. Requires a Library, Nightbringer Temple, and
Blacksmith to recruit. Can only be recruited in Ceyah cities. |
|
Anti-Magic Rings |
Immunity to Enchantment |
Magical rings
enruned with powerful counterspells protect priests and mages from the
enchantment spells of their enemies. |
|
Anti-Magic
Shields |
Immunity to Enchantment |
New runes that
when etched onto shields protect their owners from the enchantment spells
of the enemy. |
|
Archery Tactics |
DV vs. ARCHER +4
AV vs. ARCHER +2 |
New tactical
plans have been developed to increase the ability of all troops to combat
archers. |
|
Cavalry Tactics |
DV vs. MOUNTED +2
AV vs. MOUNTED +2 |
New tactical
plans have been developed to increase the ability of all troops to combat
cavalry. |
|
Celebrant |
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 blasts of
holy energy at their opponents, as well as protect their charges in a
sheath of divine light. Requires an Library, Eternal Path Temple, and
Blacksmith to recruit. Can only be recruited in Royalist cities. |
|
Combat Engineer |
Engineers that
have gone through intense combat training and are hand picked for their
strength and skill. Requires a Quarry to recruit. |
|
Combat Tactics |
DV vs. ALL +1
AV vs. ALL +3 |
New tactical
plans have been developed to maximize combat maneuvers and effectiveness.
This increases the combat values of all units. |
|
Defensive Tactics |
DV vs. ALL +2 |
New tactical
plans have been developed to increase the defensive positioning of troops
during battle. This increases the defense of all units. |
|
Defiler |
A dark and
evil priest that lives to corrupt all around him. Requires a Temple and a
Library to recruit. Can only be recruited in Ceyah cities. |
|
Dragonbone Bow |
DV vs. ALL = 1.2 |
The bones of
dragons are the perfect resource for creating powerful and durable bows
and crossbows. |
|
Elementalist |
The
Elementalist is from an order of mages that have searched 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 the enemy, the Elementalist serves as the elite mage for the Royalists.
Few can match her raw destructive power. Requires a Mage College, Temple,
and Barracks to recruit. Can only be recruited in Royalist cities. |
|
Fanatic |
The Fanatic is
the Nationalist's elite priest. Requires a Library, Nightbringer Temple,
and Blacksmith to recruit. Can only be recruited in Nationalist cities. |
|
Fortified
Construction |
New methods of
fitting stones and mortar together in walls and towers creates stronger
fortifications. |
|
Gate Houses |
Militia DV +2
Increases Number of Militia = 125% (Unconfirmed) |
Gate Houses
are complexes of towers, bridges, and barriers built to protect each
entrance to the city. They house extra militia and make it easier to
defend the walls. |
|
High Priest |
Channeling the
power of the Creator on Khaldun, the High Priest is a formidable foe to
those that serve the Nightbringer. The High Priest is able to fill his
enemies with light from Heaven above, searing all those who do not follow
the true path. Requires a Temple and a Library to recruit. Cannot be
recruited in Ceyah cities. |
|
Invoker |
Capable of
sheathing an entire company in curtains of flame, the Invoker's power is
terrible to behold. Nothing can stand against troops protects in
this manner for long. The Invoker serves as the elite mage for the
Nationalists. Requires an Astrology Hall, Temple, and Barracks to
recruit. Can only be recruited in Nationalist cities. |
|
Journeymen |
Component Cost reduced to 90%
of normal |
The
Journeymen's Guild is a special organization of laborers that train
craftsman and masons. Having their guild in your kingdom reduces the
costs of constructing new building components. |
|
Khaldunite Golem |
The Khaldunite
Golem is a creature of pure destruction. As dangerous as they are
they are just as difficult to destroy, with their Khaldunite nature making
them resistant or immune to most magics. They are very costly to
construct and the scarcity of Khaldunite makes them impossible to field in
large numbers. Which many people should be thankful for. |
|
Khaldunite Rings |
Damage
Taken from Magic = .5 |
Magical rings
made from Khaldunite protect priests and mages from the magical attacks of
their enemies. |
|
Macabre |
The Macabre
are the last of a line of Elite Mages in the service of the Nightbringer.
In addition to being able to summon forth ravenous demons to do their
bidding, the Macabre can plague their enemies with foul vapors from the
realm of the Shadow. Even some of the Macabre's allies fear their power.
Requires a Mage College, Temple, and Barracks to recruit. Can only be
recruited in Ceyah cities. |
|
Magic Chainmail |
DV vs. ALL +2 |
New chainmail
armor that has been enchanted to improve its level of protection. |
|
Mercenary |
The Mercenary
is a fast and deadly rogue infantryman who works for the highest bidder.
Mercenaries generally use inferior armor and weapons. Requires a Bank to
recruit. |
|
New Alloys |
Damage Taken from Non-magic =
.85 |
New blends of
steel and other materials create stronger and lighter steel alloys. This
allows the creation of metal armor that provides superior protection. |
|
Oracle |
Blessed with
incredible powers of healing, the Oracle serves as the Elite Priest for an
ancient, but little-known sect of the Council priesthood. Requires a
Library, Light of Faith Temple, and Blacksmith to recruit. Can only
be recruited in Council cities. |
|
Pikeman |
Devastating
against cavalry, the Pikeman wields an eight-foot-long pike in combat,
wears heavy armor and is trained to withstand the onslaught of a cavalry
rush. Requires a Woodmill to recruit. Cannot be recruited in
Ceyah cities. |
|
Pioneer |
A better
trained and equipped version of the Settler. |
|
Shadow Prophet |
Gifted by the
Nightbringer with the ability to suck the very will out of her opponents,
the Shadow Prophet is one of the most feared of the Nightbringer priests.
Requires the Nightbringers temple upgrade to recruit. Can only be
recruited in Ceyah cities. |
|
Shadowsteel Armor |
Movement Bonus = 1.2 |
This black
armor is forged of Shadowsteel chainmail and plate. This reduces the
weight of the armor without sacrificing protection, allowing warriors to
move faster than normal. |
|
Slaan Spears |
AV vs. ALL +3 |
The bone
spears of the Slaan have proven to be very strong and easy to craft.
Learning their construction techniques allows the creation of more
effective weapons for spear wielding troops. |
|
Slaanri Champion |
The Slaanri
champion is the strongest and deadliest of the Slaanri warriors. In honor
of their powerful and violent cousins, the Slaanri champions wield forked
spears in combat. |
|
Slaanri Slaver |
Former Mystics
twisted by the evil influence of Hss'Rak, the Slaanri Slavers live to do
their master's bidding. The Slavers can entangle their foes in a mass of
thorny vines while calling forth a horde of enslaved Slaan. Requires a
Temple and a Barracks to recruit. |
|
Sorcerer |
Able to freeze
opponents and protect himself with a shield of pure ice, the reclusive
Sorcerer has mastered the elements of snow and ice. Requires a Mage
College to recruit. Cannot be recruited in Ceyah cities. |
|
Spyglasses |
Visual Range Increased to 115%
of normal. |
A clever
contraption using curved disks of glass allows battle commanders and
scouts to see much further than normal increasing the visual range of all
companies. |
|
Storm Lord |
The Storm
Lords are from a small group of elite mages that serve the Council. The
Storm Lords have learned to harness the power of the skies and can control
multiple strikes of lightning at once. Requires a Wizard Tower, Temple,
and Barracks to recruit. Can only be recruited in Council cities. |
|
Summoning Scrolls |
Hit Point Bonus = 1.1
AV Bonus = 1.1 |
By preparing
summon spells on specially enruned scrolls, summoning mages are able to
call forth the strongest and healthiest of mystical beasts. All summoned
creatures have more health and deal more damage in combat than normal. |
|
Wasp Chitin Armor |
Damage Taken from Non-magic =
.85 |
The hard yet
pliable outer shell of the giant wasp can be used to create leather armor
that provides more protection than normal leather. |
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