Technology


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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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Technology values reflect v1.2.1.3AG-C

 

Council
Nationalist
Royalist

Ceyah
Council
Nationalist
Royalist
Independents
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Tech Units