//RACES//BUILDINGS//SPELLS//CHEATS//
//WALKTHROUGH//CARD
GAME//

Legions
Undead
Elves
Clans
Empire
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Leaders |
Like other rod planters the Empires
rod planter can heal her unit. That makes her a real thief killer.
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Pegasus
Knight
HP: 150
Armor: 0
Immunities: None
Wards: None |
Attack:
Long Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Ranger
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Falcon Arrow (80%)
Damage: 45
Source: Weapon
Initiative: 60
|
Reach: Any
Targets: 1 |
|
 |
Archmage
HP: 65
Armor: 0
Immunities: None
Wards: None |
Attack:
Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
|
Reach: All
Targets: 6 |
|
 |
Archangel
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Heal: 40
Source: Life
Initiative: 10
|
Reach: Any
Targets: 1 |
|
 |
Thief
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Daggers (80%)
Damage: 30
Source: Weapon
Initiative: 60
|
Reach: Adj.
Targets: 1 |
|
 |
Fighter Units |
Personally I prefer the Defender of
the Faith as front line soldier for the Empire. The double attack of the
Holy Avenger isn't very powerful versus armored units, the Angel is only
useful when you haven't got enough money to level up to level 5 and the
Witch-Hunter with his immunity versus Mind based attacks is completely
useless. Most of the time enemy paralyzers won't attack your front line
anyway.
 |
Squire
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Sword (80%)
Damage: 25
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Knight
HP: 150
Armor: 0
Immunities: None
Wards: None |
Attack:
Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Imperial
Knight
HP: 200
Armor: 0
Immunities: None
Wards: None |
Attack:
Lance (80%)
Damage: 75
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Angel
HP: 225
Armor: 0
Immunities: None
Wards: None |
Attack:
Holy Lance (80%)
Damage: 125
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Paladin
HP: 175
Armor: 30
Immunities: None
Wards: None |
Attack:
Long Sword (80%)
Damage: 100
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Holy
Avenger
HP: 250
Armor: 0
Immunities: None
Wards: None |
Attack:
Long Sword (80%)
Damage: 75
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 2 |
|
 |
Defender
of the Faith
HP: 225
Armor: 30
Immunities: None
Wards: None |
Attack:
Long Sword (80%)
Damage: 125
Source: Weapon
Initiative: 70
|
Reach: Adj.
Targets: 1 |
|
 |
Witch-Hunter
HP: 140
Armor: 0
Immunities: Mind
Wards: None |
Attack:
Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Inquisitor
HP: 150
Armor: 0
Immunities: Mind
Wards: None |
Attack:
Mace (80%)
Damage: 75
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Grand
Inquisitor
HP: 175
Armor: 0
Immunities: Mind
Wards: None |
Attack:
Mace (80%)
Damage: 100
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
 |
Ranged Attack Units |
The archer is not one of the
strongest units but putting your support line full of healers won't work.
You need some extra attacking power for the finishing touch. The archers
level up fast and are imperial assassins in no time. Their poisinous attack
is perfect versus armored units because armor won't protect from the damage
that poison does.
 |
Archer
HP: 45
Armor: 0
Immunities: None
Wards: None |
Attack:
Arrow (80%)
Damage: 25
Source: Weapon
Initiative: 60
|
Reach: Any
Targets: 1 |
|
 |
Marksman
HP: 90
Armor: 0
Immunities: None
Wards: None |
Attack:
Arrow (85%)
Damage: 40
Source: Weapon
Initiative: 60
|
Reach: Any
Targets: 1 |
|
 |
Imperial
Assassin
HP: 135
Armor: 0
Immunities: None
Wards: None |
Attack:
Daggers (85%)
Attack2: Poison (75%)
Damage: 60
Source: Weapon
Initiative: 60
|
Reach: Any
Targets: 1 |
|
 |
Mage Units |
The wizards are the basic attack
units who attacks 6 targets and are the only defense versus the Undead
Hordes their deaths. Personally I think the Elementalist is useless. It
looks interesting but takes an extra turn to do damage (he has to summon
first) and the summoned creature dissapears when he dies. The titan is a
more interesting unit but is very expensive though (750 for the building,
300 per unit). So be sure there is enough gold in the map for that.
 |
Apprentice
HP: 35
Armor: 0
Immunities: None
Wards: None |
Attack:
Lightning (80%)
Damage: 15
Source: Air
Initiative: 40
|
Reach: All
Targets: 6 |
|
 |
Mage
HP: 65
Armor: 0
Immunities: None
Wards: None |
Attack:
Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
|
Reach: All
Targets: 6 |
|
 |
Wizard
HP: 95
Armor: 0
Immunities: None
Wards: None |
Attack:
Lightning (80%)
Damage: 45
Source: Air
Initiative: 40
|
Reach: All
Targets: 6 |
|
 |
White
Wizard
HP: 125
Armor: 0
Immunities: None
Wards: None |
Attack:
Lightning (80%)
Damage: 60
Source: Air
Initiative: 40
|
Reach: All
Targets: 6 |
|
 |
Elementalist
HP: 95
Armor: 0
Immunities: None
Wards: None |
Attack:
Summons (100%)
Damage: 0
Source: Air
Initiative: 40
|
Reach: Any
Targets: 1 |
|
 |
Titan
HP: 250
Armor: 0
Immunities: None
Wards: None |
Attack:
Smash (80%)
Damage: 60
Source: Weapon
Initiative: 50
|
Reach: Adj.
Targets: 1 |
|
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Support Units |
The Empire is very popular because
of their healing units. By using healing units you finish most of the
battles unharmed which gives you the oppurtunity to rush through the
neutrals front line and level up fast.
There are two types of healers: the healers who focus on one unit and the
team healers. The team healers are very useful versus mass attackers like
mages, that's why I prefer them above healers who focus on one unit.
 |
Acolyte
HP: 45
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Heal: 20
Source: Life
Initiative: 10
|
Reach: Any
Targets: 1 |
|
 |
Priest
HP: 75
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Heal: 40
Source: Life
Initiative: 10
|
Reach: Any
Targets: 1 |
|
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Imperial
Priest
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Heal: 80
Source: Life
Initiative: 10
|
Reach: Any
Targets: 1 |
|
 |
Hierophant
HP: 125
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Attack2: Revive (100%)
Heal: 120
Source: Life
Initiative: 10
|
Reach: Any
Targets: 1 |
|
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Cleric
HP: 75
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Heal: 20
Source: Life
Initiative: 10
|
Reach: All
Targets: 6 |
|
 |
Matriarch
HP: 100
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Attack2: Cure (100%)
Heal: 40
Source: Life
Initiative: 10
|
Reach: All
Targets: 6 |
|
 |
Prophetess
HP: 125
Armor: 0
Immunities: None
Wards: None |
Attack:
Healing (100%)
Attack2: Cure (100%)
Heal: 70
Source: Life
Initiative: 10
|
Reach: All
Targets: 6 |
|
 |
Summonable Units |
The Living Armor with his immunity
versus mind is of course perfect to attack the Undead Hordes Rod Planter
with. The Golem with his earthquake is very useful to soften up enemy units.
Including the units who have an immunity versus weapon because the Golem
does earth damage.
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Living
Armor
HP: 175
Armor: 0
Immunities: Mind, Poison
Wards: None |
Attack:
Great Sword (80%)
Damage: 65
Source: Weapon
Initiative: 55
|
Reach: Adj.
Targets: 1 |
|
 |
Golem
HP: 150
Armor: 50
Immunities: Earth, Poison
Wards: None |
Attack:
Earthquake (80%)
Damage: 70
Source: Earth
Initiative: 70
|
Reach: All
Targets: 6 |
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