A Proud Member of
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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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Captain |
28
10
26
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Health:
300 / 15 |
15 |
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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.
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Cavalier |
50
12
32
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Health:
480 / 15 |
2
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.
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Cavalry Captain |
22
10
34
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Health:
300 / 15 |
15 |
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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.
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Cleric |
10
8
16
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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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Dragoon |
30
12
26
|
Health:
320 / 12 |
2
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.
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Footman |
20
10
20
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Health:
200 / 10 |
1
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.
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Grenadier |
28
14
14
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Health:
280 / 11 |
1
1
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.
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Infantry |
22
12
16
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Health:
240 / 10 |
1
5 |
Morale: 35 |
Damage:
Normal |
Rate: 100% |
Requires: Blacksmith |
Infantry are
the common foot troops of the Mareten, balancing speed, attack, and
defense.
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Magician |
30
5
16
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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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Paladin |
38
12
16
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Health:
280 / 8 |
1
1
14 |
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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)
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Ranger |
34
22
8
34
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Health:
200 / 9 |
2
1
14 |
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Damage:
Khaldunite
/
Khaldunite
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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.
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Trailblazing:
Ignores
terrain penalty for movement. (MP)
Recon:
Increases the company's visual range to
120% of normal. (MP)
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Scout |
18
8
32
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Health:
250 / 12 |
1
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)
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Sorceress |
28
5
16
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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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Royalist Unit values reflect v1.3.4
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