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Archmage |
32
4
18
|
Health:
140 / 4 |
3
20 |
Mana:
60 /
5 |
Damage:
Magic |
Rate:
85% |
Requires: Temple, Library, non-Ceyah |
The powerful
Archmage is capable of wielding both priestly powers and arcane
magic. He is both inspiring to the troops and assists healing them
outside of combat. |
True
Blessing: Blesses
all friendly elements with bonuses to attack and defense.
DV +5 all / AV +5
all / Duration 60 / Mana 40 / Range 10 (S)
Fireblast:
Generates
a ball of searing flames that shoots out and strikes an opponent.
Damage: 150 / Mana:
50 / Range: 10 (S)
Quicker Recovery:
Increases
rate at which elements are re-supplied to 115% of normal. (MP)
Valor: Lower the point
at which company may rout by 2. (MP)
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|
Battle Priest |
10
8
16
|
Health:
120 / 4 |
1
1
12 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Eternal Path, Royalist |
The battle
priest is trained to combat the shadow. They inspire their company
to face the shadow without fear. |
Blessing:
Blesses
all friendly elements with bonuses to attack and defense.
DV +3 all / AV +2 all /
Duration 60 / Mana 30 / Range 10
(S)
Banish Shadow:
Emits a burst of holy energy that strikes out against creatures of
Shadow. Only affects creatures of Shadow.
Area 3 /
Damage 40 / Mana 40 / Range 10
(S)
Holy Attacks:
Element
inflicts +4 additional damage to creatures of shadow. (MP)
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|
Channeler |
10
8
16
|
Health:
120 / 4 |
1
1
12 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Light of Faith,
Council |
Channelers
are a type of priest that specialize in healing their troops enmasse.
They also help heal wounded troops out of combat. |
Protection:
Blesses friendly
elements with protection from all attacks.
DV +6 all / Duration 60 / Mana
35 / Range 10 (S)
Heal:
Heals
a small amount of damage in all friendly elements.
Heal 25 / Mana 30 / Range
10 / Morale 1 (S)
Holy Attacks: Element
inflicts +2 additional damage to creatures of shadow. (MP)
Quicker Recovery:
Increases
rate at which elements are re-supplied to 125% of normal. (MP)
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|
Cleric |
10
8
16
|
Health:
120 / 4 |
1
1
12 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Temple, non-Ceyah |
Clerics are
basic priests that heal individual units and cast protection spells for
the company. They also help heal wounded troops out of combat. |
Blessing: Blesses
all friendly elements with bonuses to attack and defense.
DV +3 all / AV
+2 all / Duration 60 / Mana 30 / Range 10
(S)
Recovery:
Heals
a large amount of damage in one element.
Heal 60 / Mana 30 /
Range 10 (S)
Holy Attacks: Element
inflicts +2 additional damage to creatures of shadow. (MP)
Quicker Recovery:
Increases
rate at which elements are re-supplied to 110% of normal. (MP)
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|
Conjuror |
28
4
16
|
Health:
130 / 4 |
3
16 |
Mana:
60 /
5 |
Damage:
Normal |
Rate: 100% |
Requires:
Astrology Hall |
Conjurors
have delved into the dark side of summoning, able to summon creatures of
shadow to fight for them. Outside of combat they use small nature
spirits to aid in scouting their surroundings, increasing their company's
visual range. |
Summon Shadeling Swarm:
Summons
forth a swarm of Shadelings to do the priest's bidding.
Summons
5 / Duration 60 / Mana 55 / Range 6 (S)
Lightning:
Launches
a stream of crackling energy at a target, leaving him crispy.
Damage: 80 / Mana: 30 / Range:
10 (S)
Recon: Increases
the company's visual range to 120% of normal. (MP)
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|
Enchanter |
26
5
16
|
Health:
140 / 4 |
3
20 |
Mana:
60 /
5 |
Damage:
Magic |
Rate: 85% |
Requires:
Astrology Hall |
Enchanters
are the masters of spell manipulation. They can both protect their
own troops from magical attack and make spells more effective on enemies. |
Mystic
Immunity: Strong mystic forces are used to
protect a company from enchantment spells.
Immunity
Enchantment 1 / Duration 60 / Range 10 (S)
Magic Vulnerability:
Powerful
magics cause targets to become susceptible to magical attacks.
Area: 4 / Damage
150% Magic / Duration 30 / Mana 30 / Range 10
(S)
Magic Resistant: Decreases
damage taken from magic attacks to 50% of normal. (MP)
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Lich |
20
16
18
|
Health:
140 / 4 |
1
2
24 |
Mana:
60 /
5 |
Damage:
Magic |
Rate: 150% |
Requires:
Mana Forge, Library, Ceyah |
The lich is
a special form of Wraith, even more terrifying in power and capacity for
evil. They have an innate ability to see beyond normal reality,
increasing their awareness of their surroundings and enabling their
company to increase its zone of control.
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Summon Dead:
Summons
forth the dead from their graves to fight for the mage.
Summons 2 /
Duration 60 / Mana 50 / Range 6 (S)
Dreadfire: Generates a
ball of hellish, black flames that shoots out and strikes an opponent.
Damage: 90 / Mana: 30 / Range: 10 (S)
Khaldunite Vulnerable:
Increases
damage taken from khaldunite attacks to 150% of normal.
Melee Resistant: Decreases
damage taken from melee attacks to 50% of normal.
Range Resistant:
Decreases
damage taken from range attacks to 50% of normal.
Dominion: Increases the
company's zone of control to 120% of normal. (MP)
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Magician |
30
5
16
|
Health:
130 / 4 |
2
14 |
Mana:
60 /
4 |
Damage:
Magic |
Rate: 85% |
Requires: Library, non-Ceyah |
Magicians
are the masters of fire, throwing churning blasts at their enemies and
wrapping themselves in protective sheaths of flame. Their displays
of raw power also serve to inspire their own troops. |
Fireball:
Generates
a ball of searing flames that shoots out and strikes an opponent.
Damage: 120 / Mana:
30 / Range: 10 (S)
Immolation:
Calls forth an aura of seething flames that protect the mage.
Reverse Damage 25 / Duration 60 /
Mana 20 (PS)
Bravery:
Increases
company's base morale by +4. (MP).
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Necromancer |
30
4
16
|
Health:
130 / 4 |
2
16 |
Mana: 60
/ 4 |
Damage:
Magic |
Rate: 85% |
Requires: Library, Ceyah |
The foul
Necromancer is capable of summoning up the very corpses of the dead to do
battle for him. He is also known for poisoning the air around his
enemies, rendering them weak and helpless.
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Summon Dead:
Summons
forth the dead from their graves to fight for the mage.
Summons 2 / Duration
60 / Mana 50 / Range 6 (S)
Lethargy:
Summons up a grey mist that weakens all enemy
elements caught within.
Area 3 / DV –4
50% move / Duration 30 / Mana 45 / Range 10 (S)
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Prophet |
10
8
16
|
Health:
120 / 4 |
1
1
16 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Temple, Ceyah |
The
virtually insane priests of the Great Master, Prophets are known for their
spells that drain the life of their enemies and paralyze them through
tremendous assaults of pain and fear. Their lust for death is
infectious, bleeding over to the troops they travel with. |
Paralyze:
Paralyzes
a single element, rendering them helpless.
Paralyze 1/ Duration
20 / Mana 40 / Range 10 (S)
Life Leech: Drains
the life of enemy elements and bestows it upon friendly elements.
Area 2 / Damage
20 Leech / Mana 30 / Range 10
(S)
Bloodlust: Increases
attacks against routed elements by +2. (MP)
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Shadow Priest |
10
8
16
|
Health:
120 / 4 |
1
1
24 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Nightbringer, Ceyah |
Shadow
Priests are dedicated to the evil of the shadow, capable of casting spells
that bless their troops with demonic fury and stun their enemy with sheer
pain. They also have the ability to deaden their troops reaction to
fear and pain, causing them to fight without concern for their own lives. |
Shadow's
Blessing: Blesses all friendly elements by
trading defense for attack.
DV –2 / AV +6 / Duration 60 /
Mana 30 / Range 10 (S)
Shadowshock:
Caster
throws a blast of evil energies that stun all who are hit.
Area 2 / Paralyze
1/ Dur 4 / Mana 35 / Range 10 (S)
Valor: Lowers
the point at which company may rout by 2. (MP)
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Sorceress |
28
5
16
|
Health:
130 / 4 |
2
14 |
Mana:
60 /
3 |
Damage:
Magic |
Rate: 85% |
Requires:
Library, Royalist |
The
Sorceress is the ultimate ice queen. She is capable of surrounding
herself in icy winds and freezing her foes solid with blasts of
frost. Their displays of raw power also serve to inspire their own
troops. |
Ice
Shield: Surrounds the caster with swirling,
icy winds that chill attackers and wreak havoc on projectiles aimed at
the mage.
Reverse Dam 20 / DV +10 archer /
Dur 60 / Mana 30 / Range 10 (PS)
Ice Storm: A
concussive blast of arctic air that freezes a target in his tracks.
Paralyze 1 / Dam 50 / Dur 15 /
Mana 35 / Range 10 (S)
Magic Resistant: Decreases damage
taken from magic attacks to 75% of normal. (MP).
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|
Summoner |
26
4
16
|
Health:
130 / 4 |
2
14 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires:
Library, Nationalist |
Summoners
are the masters of conjuring up beings under their control. They are
able to summon a huge elemental beast to battle their enemies.
Outside of combat they use small nature spirits to aid in scouting their
surroundings, increasing their company's visual range. |
Mystic Shield:
Protects the mage from ranged and magical
attacks with a field of mystic energy.
½ damage from ranged/magic / Dur 60 / Mana 15
(PS)
Summon
Elemental: Summons forth a
powerful elemental creature to do the mage's bidding.
Duration 60 / Mana 45 /
Range 6 (S)
Recon: Increases
the company's visual range to 115% of normal. (MP)
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Warlock |
18
4
18
|
Health:
140 / 4 |
3
22 |
Mana:
60 /
5 |
Damage:
Magic |
Rate: 85% |
Requires:
Mage College |
The
enigmatic warlock is privy to strange and powerful magics. They
first weaken their enemies then destroy them with great torrents of
flame. Their very presence inhibits the magic of enemy mages. |
Magic Vulnerability:
Powerful
magics cause targets to become susceptible to magical attacks.
Area: 4 / Damage
150% Magic / Duration 30 / Mana 30 / Range 10
(S)
Conflagration:
A
powerful spell that causes the air to ignite around the caster's
enemies.
Area 2.5 / Damage 35 / Mana 40 / Range 10
(S)
Magic Resistant: Decreases
damage taken from magic attacks to 80% of normal. (MP)
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Wizard |
34
4
16
|
Health:
130 / 4 |
2
14 |
Mana:
60 /
5 |
Damage:
Magic |
Rate: 85% |
Requires: Library, Council |
Wizards are
the lords of the storm. They can smite their enemy from a distance
with demoralizing bolts of lightning. During combat, they stir up
powerful winds that interfere with the arrows of attacking archers. |
Storm
Shield: Calls forth a roiling
storm of energy that protects the mage.
DV +5 / AV +5 / Reverse
Damage 15 /Dur 60 / Mana 20 (PS)
Lightning:
Launches
a stream of crackling energy at a target, leaving him crispy.
Damage: 80 / Mana: 30 / Range:
10 (S)
Archer Resistant: +6 DV
bonus against archer elements. (MP)
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Wraith |
16
16
16
|
Health:
120 / 4 |
1
1
16 |
Mana:
60 /
3 |
Damage:
Magic |
Rate: 150% |
Requires:
Blacksmith, Library,
Ceyah |
Wraiths are
truly horrific creatures. Undead shadow mages capable of wielding
the awesome darkfire element. They have an innate ability to see
beyond normal reality, increasing their awareness of their surroundings
and enabling their company to increase its zone of control.
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Darkfire
Immolation: Calls forth an aura of unholy,
black flames that protect the mage.
Reverse Damage 20 / Duration
60 / Mana 30 (PS)
Dreadfire: Generates a
ball of hellish, black flames that shoots out and strikes an opponent.
Damage: 90 / Mana: 30 / Range: 10
(S)
Khaldunite Vulnerable:
Increases
damage taken from khaldunite attacks to 150% of normal.
Melee Resistant: Decreases
damage taken from melee attacks to 50% of normal.
Range Resistant:
Decreases
damage taken from range attacks to 50% of normal.
Dominion: Increases the
company's zone of control to 110% of normal. (MP)
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Zealot |
10
8
16
|
Health:
120 / 4 |
1
1
16 |
Mana:
60 /
3 |
Damage:
Normal |
Rate: 100% |
Requires: Nightbringer, Nationalist |
Nationalist
priests so dedicated to their cause they are willing to channel shadow
energy to gain an advantage. They encourage their troops to act
without mercy, increasing their attacks when an enemy retreats. |
Wash of Pain:
Dark powers send waves of pain
over its unlucky victims, leaving them frail and vulnerable.
Area
3 / Damage 1.3x all / Damage 40 / Duration 30
/ Mana 30 / Range 10 (S)
Cloud of
Fear: Creates a bubbling cloud of darkness
that lowers morale of enemies caught within.
Morale Loss 1.5x
Recovery .5x/ Duration 90 / Mana 30 / Range 10
(S)
Shadowbane: Increases
attacks against shadow elements by +2.
Bloodlust:
Increases
attacks against routed elements by +2. (MP)
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Mages & Priests values reflect
KIS 1.3.4, KAG 1.3.2
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