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Mage & Priest Units

 

Archmage 32  18      Health: 140 / 4
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)

 

Battle Priest 10  16      Health: 120 / 4
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)
 

Channeler 10  16      Health: 120 / 4
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)

 

Cleric 10  16      Health: 120 / 4
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)

 

Conjuror 28  16      Health: 130 / 4
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)

 

Devout 10  16      Health: 125 / 4
25 Mana: 60 / 4
Damage: Normal Rate: 100%
Requires: Nightbringer, Ceyah
These priestesses have been so warped by their channeling of dark powers that they have become insane fanatics, capable of channeling terrifying spells.  Their lust for death is infectious, bleeding over to the troops they travel with.
Unholy Strength: The powers of darkness are imparted upon the company allowing them to inflict unholy damage.
Melee Unholy Dam 6 / Dur 60 / Mana 45 / 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)

Attack Bonus: Increases attacks by +2. (MP)

Bloodlust: Increases attacks against routed elements by +4. (MP)
 


Enchanter 26  16      Health: 140 / 4
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)

 

Lich 20  16  18     Health: 140 / 4
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.
 
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)

 

Magician 30  16      Health: 130 / 4
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).
 

Necromancer 30  16      Health: 130 / 4
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.
 
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)
 

Prophet 10  16      Health: 120 / 4
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)

 

Shadow Priest 10  16      Health: 120 / 4
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)

 

Sorceress 28  16      Health: 130 / 4
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).
 

Summoner 26  16      Health: 130 / 4
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)

 

Warlock 18  18      Health: 140 / 4
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)

 

Wizard 34  16      Health: 130 / 4
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)

 

Wraith 16  16  16      Health: 120 / 4
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.
 
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)

 

Zealot 10  16      Health: 120 / 4
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)
 

Mages & Priests values reflect KIS 1.3.4, KAG 1.3.2

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