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Royalist Units

 

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)
 

Bowman 32  12  18      Health: 160 / 8
6 Morale: 35
Damage: Normal / Normal Rate: 50% / 100%
Requires: Woodmill
Bowmen fire volleys of deadly arrows at their target.  They are particularly useful against infantry.

Siege Penalty: Decreases attacks against buildings by -20.


Captain 28  10  26      Health: 300 / 15
15
Damage: Normal Rate: 100%
Requires:
The captain is the fighting warrior trained to lead a company into battle.
Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

Cavalier 50  12  32      Health: 480 / 15
2 15 Morale: 50
Damage: Khaldunite Rate: 100%
Requires: Blacksmith, Barracks, Temple, Library, Royalist Only
Cavaliers are the elite cavalry elements of the Kohan.  They are more dangerous than normal dragoons and wield Khaldunite weaponry.
 

Cavalry Captain 22  10  34      Health: 300 / 15
15
Damage: Normal Rate: 100%
Requires:
The captain is the fighting warrior trained to lead a company into battle.
Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

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)

 

Dragoon 30  12  26     Health: 320 / 12
12 Morale: 35
Damage: Normal Rate: 100%
Requires: Blacksmith, Barracks
Dragoons are the heavy cavalry elements of the Mareten.  They are well armored, and even better armed.
 

Footman 20  10  20      Health: 200 / 10
3 Morale: 35
Damage: Normal Rate: 100%
Requires:
The basic Mareten infantry element, Footmen are inexpensive to upkeep and flexible in deployment.
Cavalry Foe: Increases attacks against cavalry elements by +5.
 

Grenadier 28  14  14      Health: 280 / 11
8 Morale: 45
Damage: Normal Rate: 100%
Requires: Blacksmith, Barracks
Grenadiers are the elite heavy infantry elements of the Mareten.  They are slow but heavily armored and powerful.

 

Infantry 22  12  16      Health: 240 / 10
  5 Morale: 35
Damage: Normal Rate: 100%
Requires: Blacksmith
Infantry are the common foot troops of the Mareten, balancing speed, attack, and defense.
 

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).
 

Paladin 38  12  16      Health: 280 / 8
14
Damage: Normal Rate: 100%
Requires: Barracks, Temple, non-Ceyah
Paladins are powerful warriors of faith, prepared to lay down their lives in the fight against the shadow.  They radiate auras that make men brave and increase their strength when battling creatures of shadow.
Holy Attacks: Element inflicts +6 additional damage to creatures of shadow.
Courageous: Decreases the company's loss of morale in combat to 75% of normal. (MP)
Shadowbane: Increases attacks against shadow elements by +5. (MP)

 

Ranger 34  22  34      Health: 200 / 9
14
Damage: Khaldunite / Khaldunite Rate: 60% / 100%
Requires: Woodmill, Library, non-Ceyah
Rangers are members of a secret group of warriors who wield mystical weapons that work as bow and blade.  Their skills in the wilderness allow their company to move unhindered by difficult terrain and extend the company's visual range.
 
Trailblazing: Ignores terrain penalty for movement. (MP)
Recon:
Increases the company's visual range to 120% of normal. (MP)
 

Scout 18  32      Health: 250 / 12
6 Morale: 30
Damage: Normal Rate: 100%
Requires:
Built for speed and reconnaissance, Scouts are the light cavalry elements of the Mareten.
Recon: Increases the company's visual range to 110% of normal. (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).
 

Royal Units from K:AG
 
Cavalry Archers Support Mages & Priests
Lancer

 
Horse Archer Maelstrom Engine
 
Celebrant
Elementalist

Royalist Unit values reflect v1.3.4
 

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